add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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Running performance on file test\p2B_deffer_impl_flat.ps
-------------------- NV40 --------------------
Target: GeForce 6800 Ultra (NV40) :: Unified Compiler: v65.04
IPU0 ------ Simplified schedule: --------
Pass | Unit | uOp | PC: Op
-----+--------+------+-------------------------
1 | SCT0 | div | 0: TEXh h1, f[TEX0], TEX0;
| SCT1 | mov | 1: NRMh h4.xyz, f[TEX2];
| TEX | tex | 0: TEXh h1, f[TEX0], TEX0;
| SRB | nrm | 1: NRMh h4.xyz, f[TEX2];
| SCB1 | mul | 2: MOVh h0.w, const;
| | |
2 | SCT0 | mul | 6: MOVh h6.xyz, h1;
| SCT1 | mul | 4: MOVh h6.w, const.---x;
| SCB1 | mul | 7: MOVh h4.w, h1;
| | |
3 | SCT0 | div | 8: MADh h0.xyz, h4, const.xxx-, f[TEX1];
| SCB0 | mad | 8: MADh h0.xyz, h4, const.xxx-, f[TEX1];
Pass SCT TEX SCB
1: 50% 100% 25%
2: 100% 0% 25%
3: 75% 0% 75%
4: 0% 0% 0%
MEAN: 56% 25% 31%
Pass SCT0 SCT1 TEX SCB0 SCB1
1: 100% 0% 100% 0% 100%
2: 100% 100% 0% 0% 100%
3: 100% 0% 0% 100% 0%
4: 0% 0% 0% 0% 0%
MEAN: 75% 25% 25% 25% 50%
Cycles: 4.00 :: R Regs Used: 3 :: R Regs Max Index (0 based): 3
Max register used is > number of registers used, registers are not being used efficiently
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Running performance on file test\p2b_deffer_impl_flat.ps
-------------------- NV40 --------------------
Target: GeForce 6800 Ultra (NV40) :: Unified Compiler: v81.95
Cycles: 2.00 :: R Regs Used: 3 :: R Regs Max Index (0 based): 3
Max register used is > number of registers used, registers are not being used efficiently
Pixel throughput (assuming 1 cycle texture lookup) 3.20 GP/s
--------------------------------------------------------------------------------
Running performance on file test\p2b_deffer_impl_flat.ps
-------------------- G70 --------------------
Target: GeForce 7800 GT (G70) :: Unified Compiler: v81.95
Cycles: 2.00 :: R Regs Used: 3 :: R Regs Max Index (0 based): 3
Max register used is > number of registers used, registers are not being used efficiently
Pixel throughput (assuming 1 cycle texture lookup) 4.80 GP/s