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11<H1 align="left">perf-fill</H1>
12
13<H2>Description</H2>
14<P><code>perf-fill</code> is designed to check the capacity limit of the Graphics Processor (GP) pixel fill rate and texture bandwidth. The demo renders a grid of textured cubes. The size of the grid is controlled with the C Stick. A texture is placed on each cube. The number displayed in the texture indicates the number of TEV stages currently enabled.</P>
15<P>A variety of statistics can be displayed; these include the fill rate, texture bandwidth, number of texels/pixel, and texture cache miss rate. The grid of cubes can be rotated to see the effect of Z-comparing before and after texture lookup. A green arrow points in the Z-sorting direction for the grid. Zoom in and out using the Y and A Buttons to see the effect of LOD. You can increase or decrease the scale of the cubes using the R and L Buttons. Use the X and B Buttons to control cache functionality as described below.</P>
16<H2>Coverage</H2>
17<P>N/A.</P>
18<H2>Operation Method</H2>
19<P>End the test with START.</P>
20<P>&nbsp;&nbsp;&nbsp; <U><STRONG>Position Control</STRONG></U></P>
21<UL>
22  <LI>
23<P>The Control Stick moves the viewpoint around the cube grid.</P>
24  <LI>
25<P>The Y Button zooms in the viewpoint and the A Button zooms out the viewpoint.</P>
26</UL>
27<P>&nbsp;&nbsp;&nbsp; <U><STRONG>Grid Control</STRONG></U></P>
28<UL>
29  <LI>
30<P>The C Stick controls the number of cubes in the x and z direction.</P>
31  <LI>
32<P>The L Button decreases the scale of each cube and the R Button increases the scale of each cube.</P>
33</UL>
34<P>&nbsp;&nbsp;&nbsp; <U><STRONG>Mode Control</STRONG></U></P>
35<UL>
36<LI>The X Button switches between the parameters that can be modified with the B Button. Pressing the X Button will cycle through all the parameter options.
37</UL>
38<OL>
39<LI><strong>Number of TEV Stages:</strong>When this parameter is selected, the B Button increments the number of TEV stages from 1 through 8. Returns to 1 after 8.
40<LI><strong>The Statistics Display:</strong>When the B Button is pressed, detailed statistics are displayed onscreen, and afterwards, no statistics are displayed.
41<LI><strong>Cube Animation:</strong>If the B Button is pressed, the animation stops. If the button is pressed again, the animation plays back.
42<LI><strong>Number of Cubes per Texture:</strong>IF the B Button is pressed, the number of cubes per texture decreases.&nbsp;Texture 8 is used as the switching texture. Textures 0-7 indicate the number of TEV stages. &nbsp;Each time the button is pressed, the number of cubes per texture is divided by two until every cube alternates textures.
43<LI><STRONG>The Texture Cache Algorithm:</STRONG>Use the B Button to toggle between round robin and map ID caching. In round robin mode, each call to <a href="../../Texture/GXLoadTexObj.html"><code>GXLoadTexObj</code></a> increments the cache number modulo the number of caches (8). The map ID method loads the texture into the cache based on the TEV stage in which it is used. Therefore, texture 0 will be stored in cache 0, texture 1 will be stored in cache 1, and so on.
44<LI><strong>Texture Cache Invalidation Mode:</strong>The B Button toggles between invalidating the texture cache for each frame and invalidating the texture cache on each new texture load.
45</OL>
46<H2>Snapshot</H2>
47<P><IMG src="./images/perf-fill-0.jpg" alt="perf-fill-0.jpg (36426 bytes)" width="640" height="448"></P>
48<P><IMG src="./images/perf-fill-1.jpg" alt="perf-fill-1.jpg (40907 bytes)" width="640" height="448"></P>
49<H2>Required Data Files</H2>
50<P><FONT face="Courier New">$REVOLUTION_SDK_ROOT/dvddata/gxTests/tex-07.tpl</FONT></P>
51<H2>Revision History</H2>
52<P>03/01/2006 Initial version.</P>
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