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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
17<H2>Coverage</H2>
18<P>N/A.</P>
19
20<H2>Using the Demo</H2>
21<P>End the test with START.</P>
22<P>&nbsp;&nbsp;&nbsp; <U><STRONG>Position Control</STRONG></U></P>
23<UL>
24  <LI>
25<P>The Control Stick moves the viewpoint around the cube grid.</P>
26  <LI>
27<P>The Y Button zooms in the viewpoint and the A Button zooms out the viewpoint.</P>
28</UL>
29<P>&nbsp;&nbsp;&nbsp; <U><STRONG>Grid Control</STRONG></U></P>
30<UL>
31  <LI>
32<P>The C Stick controls the number of cubes in the x and z directions.</P>
33  <LI>
34<P>The L Button decreases the scale of each cube and the R Button increases the scale of each cube.</P>
35</UL>
36<P>&nbsp;&nbsp;&nbsp; <U><STRONG>Mode Control</STRONG></U></P>
37<UL>
38<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.
39</UL>
40<OL>
41<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.
42<LI><strong>The Statistics Display:</strong>When the B Button is pressed, more detailed statistics will be displayed on the screen, and then no statistics will be displayed.
43<LI><strong>Cube Animation:</strong>If the B Button is pressed, the animation stops. If the button is pressed again, the animation plays back.
44<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 through 7 indicate the number of TEV stages. Each time the button is pressed, the number of cubes per texture is divided by two, until every cube alternates textures.
45<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="../../../gx/Texture/GXLoadTexObj.html"><code>GXLoadTexObj</code></a> increments the cache number modulus the number of caches (8). (* 0 becomes 1, becomes 2 and so on until 7 becomes 0.) 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.
46<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.
47</OL>
48
49<H2>Snapshot</H2>
50<P><IMG src="./images/perf-fill-0.jpg" alt="perf-fill-0.jpg (36426 bytes)" width="640" height="448"></P>
51<P><IMG src="./images/perf-fill-1.jpg" alt="perf-fill-1.jpg (40907 bytes)" width="640" height="448"></P>
52
53<H2>Required Data Files</H2>
54<P><CODE>$REVOLUTION_SDK_ROOT/dvddata/gxTests/tex-07.tpl</CODE></P>
55
56<H2>Revision History</H2>
57<P>
582006/03/01 Initial version.<br>
59</P>
60
61<hr><p>CONFIDENTIAL</p></body>
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