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- 09-08-2010 08:53 PM #1091Senior Member
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- 09-08-2010 09:30 PM #1092Junior Member
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tom3q you have a replacement phone for tests, or continue to work on one device?
- 09-08-2010 09:45 PM #1093Moderator
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- 09-08-2010 09:49 PM #1094Junior Member
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O.K. Thanks. So the only thing more I can say is: POWODZENIA.
- 09-08-2010 10:02 PM #1095Senior Member
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So, the conclusion is: the hardware is slow, and the code inefficient, we knew that already. All the little things just add up to one slow code. You need to do big rewrites if you want any significant performance increase, and even then you will hit a wall pretty soon.
/depressive mode OFF
- 09-08-2010 10:14 PM #1096Senior Member
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and we must rewrite SurfaceFlinger too
- 09-08-2010 10:26 PM #1097Moderator
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Don't be so pessimistic. Pixel shader is slow, because Samsung's shader compiler sucks and even excluding the compiler, their shader code sucks. SurfaceFlinger isn't ideal, but it works good on other devices so on Spica it should work ok too.
- 09-08-2010 11:00 PM #1098Junior Member
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I read somewhere that 3D Engine is clocked at 133MHz. Spica processor is clocked up to 800MHz.
I'm just wondering what will be faster:
1. Current solution where coordinates are calculated in vertex shader like:
or calculate everything in Spica coprocessor, do clipping etc. and leave rest pixel shader engineCode:" gl_Position = ModelViewProjectionMatrix * Vertex;\n" " \n" " vec4 epos = ModelViewMatrix * Vertex;\n" " \n" " vec3 normal = normalize(NormalMatrix * Normal); \n" " \n" " FrontColor = Color ;\n" "\n" " if(Texture2DEnabled0) TexCoord0 = TextureMatrix0*MultiTexCoord0;\n" " if(Texture2DEnabled1) TexCoord1 = TextureMatrix1*MultiTexCoord1;\n"
or
it doesn't matter - everything is too slow
What do you think ?
- 09-08-2010 11:04 PM #1099Moderator
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- 09-08-2010 11:11 PM #1100Senior Member
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Would be nice, cause used few days desire and it has very good 3D performance...
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