-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Am 2015-02-11 um 23:56 schrieb Matteo Bruni:
It's probably hard to measure and not going to really matter in practice but toggling the depth clamping (where supported) might be slightly faster than updating the projection matrix. I'll try to patch my drawprim overhead tester to test this.
I don't expect it to be faster though. At very least it depends on the game's behavior. One of two switches that needs to be toggled to disable depth clipping is switching to POSITIONT vertices, in which case we update the projection matrix anyway. Even if there's a minor performance advantage of depth clamping in cases where an application constantly uses POSITIONT and switches ZENABLE on an off I prefer to always use the projection matrix to have only one codepath that does this. If there's a huge difference we may think about two alternating codepaths. -----BEGIN PGP SIGNATURE----- Version: GnuPG v2 iQIcBAEBAgAGBQJU3Fo1AAoJEN0/YqbEcdMw558P/ibfOLbJpzYJOfwCWJwLZzY3 7ZiLY1mXNtWGWzys6N/WL+j6Q4YS/3wkMXAdHsXIHtxv6yXoJ+2AOrALgf1dS3M9 6ExnfF7Nt5vgVe+UtjYk4gc0HQ0N4m54pkZbWaY9q1WQ03fK5Lj+owdah96wSd8g rAEUscLNxUzxD3PCdhomxHxnkpz3mSGFwbYkbazROWNpfOAxyILWFKCxgQDbTI+n wpZN1qMCCXQ2SB5c2zIjnyRkmmKmyK9PJM67aHjbMTajgoT8/TRab7AU6GPVLW4L fUuxGcXvz9d+Js9Iq/LVGagahtjFAo1GxAnIfPhboqAydbowDNjDyFbRuxScCTlO PQTDR+EgUoR+mFlcCuYvtHOpnSf1OjcXQOGQf96INtzNqACl9tpJ5ohcUbv61i/h RKk+8F31vZX9NWM4Uk8OrBl4Qr0e5h6jR/6wnJ1/4CAjRUGG4c2EwIPXdhlD4zQW eH8CIzxEzhTRsjJrB5Q1lj1msfGBJPZIbVL4NSYdhIMKwiS6qqBKVdEWg6bzkGQf PPEuCjG5OGtDwYifmlOPvR68fvKyyw9tNzxEFR+qVhOXnrQleaF2+TRjl1DCAIuC TnGPJA7pk1NZiQugDglLmSjqAPF5netp5tpo6o/0LDlGAIArsP0VHjjXanUJ3aq7 g8s8ufXKN3sAVOFx6OL/ =TXZJ -----END PGP SIGNATURE-----