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  1. #1091
    Senior Member etche is on a distinguished road
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    Quote Originally Posted by michalek21 View Post
    Was lot things to do?
    Michalek cmon! could you PLEASE stop asking for driver? You just need to wait
    <CyanogenMod-6.1.1-Spica-alpha8.4 + YONIP Kernel #51 + all2ext2>

  2. #1092
    Junior Member IcebergDroid is on a distinguished road
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    tom3q you have a replacement phone for tests, or continue to work on one device?

  3. #1093
    Moderator tom3q is on a distinguished road
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    Quote Originally Posted by IcebergDroid View Post
    tom3q you have a replacement phone for tests, or continue to work on one device?
    Yes, I've got another phone for testing more interesting things.

  4. #1094
    Junior Member IcebergDroid is on a distinguished road
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    O.K. Thanks. So the only thing more I can say is: POWODZENIA.

  5. #1095
    Senior Member Double is on a distinguished road
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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

  6. #1096
    Senior Member DE_NISKA is on a distinguished road
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    and we must rewrite SurfaceFlinger too

  7. #1097
    Moderator tom3q is on a distinguished road
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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.

  8. #1098
    Junior Member AnDyX is on a distinguished road
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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:
    Code:
    	"    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 calculate everything in Spica coprocessor, do clipping etc. and leave rest pixel shader engine

    or

    it doesn't matter - everything is too slow

    What do you think ?

  9. #1099
    Moderator tom3q is on a distinguished road
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    Quote Originally Posted by AnDyX View Post
    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 engine
    or
    it doesn't matter - everything is too slow

    What do you think ?
    Even if running at 133MHz a shader processor is optimized for working on 4-dimensional floating point vectors. I'm almost sure that a good shader code written in assembly can give us good frame rates in most (if not all) OpenGL 1.1 games.

  10. #1100
    Senior Member slash is on a distinguished road
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    Would be nice, cause used few days desire and it has very good 3D performance...


 

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