GLX available?
M. Edward (Ed) Borasky
znmeb at cesmail.net
Mon Jan 7 09:06:53 EST 2008
NoiseEHC wrote:
> Try to contact him, he ported TinyGL successfully:
> http://lists.laptop.org/pipermail/devel/2007-June/005375.html
>
>
>
>> As a data point, Doom runs quite fast even at full resolution on a
>> B4. Have not heard reports on getting Quake running. But I suspect
>> that a software renderer hand-optimized towards the XO could be made
>> to work at decent frame rate.
>>
>>
> The databook of the LX is so low quality that hand optimization requires
> testing everything (including if the published clock counts are matching
> reality) and it has not been done yet. Also the hight cache hit penalty
> and the in-order nature of the Geode means that a different algorithm
> could be required than naively fetching texels while texture mapping.
> Quake requires a preprocessed/prelit BSP tree so unless you want to
> write an FPS it is not a perfect fit. Preprocessing also could take
> hours on an XO (if you want children to design levels).
>
> Just a quick calculation (400x300, 30 fps):
> 400x300x30 = 3 600 000 pixels/sec filled (with no overdraw)
> 433 000 000/3 600 000 = 120 clock/pixel (if you do not do anything else
> in the code, but just divide it by 4 because of game logic/geometry
> transform/overdraw)
> So you have ~30 clock/pixel and a cache miss takes 25 clocks (if the
> documentation is ok but not tested)...
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>
1. While it does not cover the Geode (or any AMD chips other than
Athlon64), there is a wonderful reference on C/C++ and assembler
tweaking, including some assembly language tools for figuring out what
your chips are up to, at http://www.agner.org/optimize.
2. The Vector Pascal compiler
(http://www.dcs.gla.ac.uk/~wpc/reports/compilers/compilerindex/x25.html)
and the book about it (_SIMD Programming Manual for Linux and Windows_)
have excellent coverage of the MMX and 3dNow! instruction sets. The
compiler and IDE are written in Java, so you probably want to do
cross-compiles/links on a Fedora box.
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