Quote:
Originally posted by gregmightdothat
You just contradicted yourself
?? No, I haven't. I said that an operation that doesn't need to send much data (drawing commands) isn't bottlenecked by memory bandwidth, but operations that do send a lot of data (drawing results = bitmaps) are bottlenecked by memory bandwidth.
Quote:
Originally posted by gregmightdothat
Say you're drawing to a large window... say, 1024 x 1024 pixels, or one megapixel. That works out to exactly 4 MB of data. 2.1 GB/s works out to 35.84 MB per screen refresh. So you can upload 9 uncompressed megapixels per frame. In fact, Apple's 30 inch display can only support 4 megapixels. So even with two 30" displays, you could never possibly be sending so much data to the memory card that it would be a bottleneck.
The thing that is limited to the number of pixels on the screen is the output of the quartz compositor. In the case of the 30" display, this will be 2560 pixels wide by 1600 high by 24 bit pixel depth. The output of "Quartz 2D" is
edit modifications to
/edit bitmaps
edit which are cached in RAM (Quartz 2D) or VRAM (Quartz 2D extreme)
/edit with 32 pixel depth (24 bit colour + 8 bit alpha channel). Each individual bitmap is limited to the size of the screen, but there is not just one bitmap, there are many, many bitmaps (at least one bitmap for each window + plenty of other stuff), which are then blended together by the quartz compositor to make the final scene that is sent to the display.
edit In the case of Quartz 2D, the compositor has to read all of these bitmaps from the system RAM cache, and in the case of AGP, this is bottlenecked to 2.1 GB/s. Moving the cache to VRAM gives the quartz compositor much faster access to the bitmaps it must blend together.
You are right that the memory bandwidth for an integrated GPU is higher than a GPU running over AGP, but it still is not as high as a GPU with dedicated VRAM. This means that the performance differential between no dedicated VRAM vs. dedicated VRAM is smaller for an integrated GPU than for an AGP GPU, but there will be a differential (probably only observable when there are many open windows).
/editQuote:
Originally posted by gregmightdothat
Therefore, ALL speedgains in Quartz 2D Extreme come from performing the drawing operations on the GPU itself, not from the caching them there.
No, some of the gain is from the GPU doing the calculations (and this helps more as non-quartz CPU load increases), but most of the gain is from the increased memory bandwidth.
I suggest that you read
this