It should not take much cpu, but some optim are always welcome.
I compile on my side with -ffast-math -O3 -mcpu=neon (plus a few other switches) to make sure there is vectorisation (as some part are not hand optimised at all, like the texgen used in FoobillardPlus for example).
FoobillardPlus should have a little boost. Anything heavy on Texgen and/list multiple call list should benefit from more optim (and foobillard is one of those).It should not take much cpu, but some optim are always welcome.
I compile on my side with -ffast-math -O3 -mcpu=neon (plus a few other switches) to make sure there is vectorisation (as some part are not hand optimised at all, like the texgen used in FoobillardPlus for example).
Before you answered I'd tried -flto and it hasn't caused any problems either. I'll add -mfpu and -mcpu flags to see if it makes any noticable difference.
EDIT:
So, with vectorization and flto I can't say I see any diffrence - which game would be the most probable to exhibit some performance boost?
Without an fps counter, subjectively speaking, I'm unable to tell the difference.FoobillardPlus should have a little boost. Anything heavy on Texgen and/list multiple call list should benefit from more optim (and foobillard is one of those).
Hi again,
Would it make any sense to try looking deeper into this? (accelerated Chromium browser)
http://forum.odroid.com/viewtopic.php?f=117&t=16328
Thx
Ok, you probably didn't read that link. There's no problem with GLES acceleration on C1 (32 bpp), only the Mali driver has alpha issues so it's preferable to use 24 or 16 bpp for everyday work. But because native acceleration doesn't work at 16bpp I found to my surprise that even though glshim is not gles v2 it'still able to provide a great speedup.
In short could some debug messages be of interest to you in case there's any room for improvement?
HTML rendering and scrolling seems to accelerated. The only pure GL stuff I've seen would be the WebGL demo and it doesn't wok at all.
The browser however is spitting out tonnes of warning/error messages related to the issue. Care to look?
HTML rendering and scrolling seems to accelerated. The only pure GL stuff I've seen would be the WebGL demo and it doesn't wok at all.
The browser however is spitting out tonnes of warning/error messages related to the issue. Care to look?
Yes, the whole command line is there in the wiki.
If I recall Chrome/Chromium has a blacklist of 3D accelerators that they don't officially support, there is a way of forcing WebGL on. Just at work and can't dig into it at the moment.
I begin wondering - should there be no effect at all then? (for scrolling or html rendering)
This is what I (confusedly) explained. WebGL is based on GLES2. That means it will want an OpenGL 2.0+ hardware, with shader & co. And this is not supported right now on glshim, because it's based on GLES 1.1 (and both version are exclusive, you cannot have both at the same time, in the same rendering context). So WebGL will not work at all (same if you use a real OpenGL card that doesn't support Shaders).
Yeah, it should refuse the rendering. But I guess there is not the proper test to disable it?Yes, the whole command line is there in the wiki.
If I recall Chrome/Chromium has a blacklist of 3D accelerators that they don't officially support, there is a way of forcing WebGL on. Just at work and can't dig into it at the moment.
I begin wondering - should there be no effect at all then?
This is what I (confusedly) explained. WebGL is based on GLES2. That means it will want an OpenGL 2.0+ hardware, with shader & co. And this is not supported right now on glshim, because it's based on GLES 1.1 (and both version are exclusive, you cannot have both at the same time, in the same rendering context). So WebGL will not work at all (same if you use a real OpenGL card that doesn't support Shaders).