Re: Doom3 benchmarks.

2006-09-18 Thread Rune Petersen
Aapo Tahkola wrote:
 On Sun, 13 Aug 2006 02:17:40 +0200
 Rune Petersen [EMAIL PROTECTED] wrote:
 
 Roland Scheidegger wrote:
 Rune Petersen wrote:
 Roland Scheidegger wrote:
 fragment.position input is not implemented yet. fglrx driver parses
 it from VP to FP via a texcoord route. I've been hitting my head on
 this for some time. Only got as far as only getting a soft lockup
 which isn't very useful.
 That kinda makes sense. On r200 you could already pass vertex data
 to the fragment registers (but you couldn't use position as input),
 so the data was interpolated by the texcoord interpolator but
 texture lookup was disabled (see the ATI_fs spec / r200 dri
 implementation). At first sight looks like a similar mechanism
 might be used by r300 I guess, interpolating position or texcoords
 isn't too different is it?

 I've had been looking into this, and the vertex shader is supplying
 the position to the fragment shader as a texcoord, the only apparent
 difference in shader setup between a position and a real texcoord, is
 a real texcoord is supplied as input for the vertex shader.


 I would really like to capture the vertex program of
 program/fp/tri-depth and the fglrx driver.

 But I'm betting the vertex shader is capable of writing to a texcoord.
 All I need is a safe way for the vertex shader code to know if the
 fragment shader needs the position.

 Any help with this would be great.
 
 Bug #8056 patch can do this. Take a look at r300_select_vertex_shader().
 

Thank you.

Getting wpos to the fragment shader is not too reliable atm, but
something strange:

Only x  y are valid for hpos in the vertex shader..
z = 0  w = 1 as you would expect if they weren't set...


Am I missing something obvious?


Rune Petersen

-
Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT  business topics through brief surveys -- and earn cash
http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Doom3 benchmarks.

2006-08-31 Thread Aapo Tahkola
On Wed, 30 Aug 2006 20:50:16 +0200
Rune Petersen [EMAIL PROTECTED] wrote:

 Aapo Tahkola wrote:
  On Sun, 13 Aug 2006 02:17:40 +0200
  Rune Petersen [EMAIL PROTECTED] wrote:
  
  Roland Scheidegger wrote:
  Rune Petersen wrote:
  Roland Scheidegger wrote:
  Adam K Kirchhoff wrote:
  Just thought I'd post some updated benchmarks of Doom3.  These
  were all run with the first timedemo at 640x480, and (for the
  open source drivers) with ColorTiling turned on in the
  xorg.conf file.  I'll list all tests with the open source
  drivers first:
 
  x700 + r300 (with arb renderer) - 5.5 FPS (There's not much
  point in testing it with the r200 or arb2 renderers at the
  moment.)
  What's the problem with arb2?
  fragment.position input is not implemented yet. fglrx driver
  parses it from VP to FP via a texcoord route. I've been hitting
  my head on this for some time. Only got as far as only getting a
  soft lockup which isn't very useful.
  That kinda makes sense. On r200 you could already pass vertex data
  to the fragment registers (but you couldn't use position as
  input), so the data was interpolated by the texcoord interpolator
  but texture lookup was disabled (see the ATI_fs spec / r200 dri
  implementation). At first sight looks like a similar mechanism
  might be used by r300 I guess, interpolating position or texcoords
  isn't too different is it?
 
  I've had been looking into this, and the vertex shader is supplying
  the position to the fragment shader as a texcoord, the only
  apparent difference in shader setup between a position and a real
  texcoord, is a real texcoord is supplied as input for the vertex
  shader.
 
 
  I would really like to capture the vertex program of
  program/fp/tri-depth and the fglrx driver.
 
  But I'm betting the vertex shader is capable of writing to a
  texcoord. All I need is a safe way for the vertex shader code to
  know if the fragment shader needs the position.
 
  Any help with this would be great.
  
  Bug #8056 patch can do this. Take a look at
  r300_select_vertex_shader().
 
 Thank you.
 
 
 About your patch:
 
 Can't reproduce your result with gearbox
 [drm:r300_emit_carefully_checked_packet0] *ERROR* Offset failed range
 check (reg=4e28 sz=1)
 [drm:r300_do_cp_cmdbuf] *ERROR* r300_emit_packet0 failed

It should be same as t-offset when the cube is drawn.

 
 
 subtexrate:
 The result is not too reliable with this, but at least it doesn't
 crash =) There looks to be a mess up of src  dest. sometimes the src
 is the teapot other times the root window.

doSubRect cases will definitely fail.

It would seem as if the clip rects would be relative to something
else. Odd that it never crashes with default clip rects...

-- 
Aapo Tahkola

-
Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with pre-integrated technology to make your job easier
Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo
http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Doom3 benchmarks.

2006-08-30 Thread Aapo Tahkola
On Sun, 13 Aug 2006 02:17:40 +0200
Rune Petersen [EMAIL PROTECTED] wrote:

 Roland Scheidegger wrote:
  Rune Petersen wrote:
  Roland Scheidegger wrote:
  Adam K Kirchhoff wrote:
  Just thought I'd post some updated benchmarks of Doom3.  These
  were all run with the first timedemo at 640x480, and (for the
  open source drivers) with ColorTiling turned on in the xorg.conf
  file.  I'll list all tests with the open source drivers first:
 
  x700 + r300 (with arb renderer) - 5.5 FPS (There's not much point
  in testing it with the r200 or arb2 renderers at the moment.)
  What's the problem with arb2?
 
  fragment.position input is not implemented yet. fglrx driver parses
  it from VP to FP via a texcoord route. I've been hitting my head on
  this for some time. Only got as far as only getting a soft lockup
  which isn't very useful.
  That kinda makes sense. On r200 you could already pass vertex data
  to the fragment registers (but you couldn't use position as input),
  so the data was interpolated by the texcoord interpolator but
  texture lookup was disabled (see the ATI_fs spec / r200 dri
  implementation). At first sight looks like a similar mechanism
  might be used by r300 I guess, interpolating position or texcoords
  isn't too different is it?
  
 
 I've had been looking into this, and the vertex shader is supplying
 the position to the fragment shader as a texcoord, the only apparent
 difference in shader setup between a position and a real texcoord, is
 a real texcoord is supplied as input for the vertex shader.
 
 
 I would really like to capture the vertex program of
 program/fp/tri-depth and the fglrx driver.
 
 But I'm betting the vertex shader is capable of writing to a texcoord.
 All I need is a safe way for the vertex shader code to know if the
 fragment shader needs the position.
 
 Any help with this would be great.

Bug #8056 patch can do this. Take a look at r300_select_vertex_shader().

-- 
Aapo Tahkola

-
Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with pre-integrated technology to make your job easier
Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo
http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Doom3 benchmarks.

2006-08-12 Thread Rune Petersen
Roland Scheidegger wrote:
 Rune Petersen wrote:
 Roland Scheidegger wrote:
 Adam K Kirchhoff wrote:
 Just thought I'd post some updated benchmarks of Doom3.  These
 were all run with the first timedemo at 640x480, and (for the
 open source drivers) with ColorTiling turned on in the xorg.conf
 file.  I'll list all tests with the open source drivers first:

 x700 + r300 (with arb renderer) - 5.5 FPS (There's not much point
 in testing it with the r200 or arb2 renderers at the moment.)
 What's the problem with arb2?

 fragment.position input is not implemented yet. fglrx driver parses
 it from VP to FP via a texcoord route. I've been hitting my head on
 this for some time. Only got as far as only getting a soft lockup
 which isn't very useful.
 That kinda makes sense. On r200 you could already pass vertex data to
 the fragment registers (but you couldn't use position as input), so the
 data was interpolated by the texcoord interpolator but texture lookup
 was disabled (see the ATI_fs spec / r200 dri implementation). At first
 sight looks like a similar mechanism might be used by r300 I guess,
 interpolating position or texcoords isn't too different is it?
 

I've had been looking into this, and the vertex shader is supplying the
position to the fragment shader as a texcoord, the only apparent
difference in shader setup between a position and a real texcoord, is a
real texcoord is supplied as input for the vertex shader.


I would really like to capture the vertex program of
program/fp/tri-depth and the fglrx driver.

But I'm betting the vertex shader is capable of writing to a texcoord.
All I need is a safe way for the vertex shader code to know if the
fragment shader needs the position.

Any help with this would be great.


Rune Petsen

-
Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with pre-integrated technology to make your job easier
Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo
http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Doom3 benchmarks.

2006-08-06 Thread Adam K Kirchhoff

Just thought I'd post some updated benchmarks of Doom3.  These were all
run with the first timedemo at 640x480, and (for the open source
drivers) with ColorTiling turned on in the xorg.conf file.  I'll list
all tests with the open source drivers first:

x700 + r300 (with arb renderer) - 5.5 FPS (There's not much point in
testing it with the r200 or arb2 renderers at the moment.)

9000 (with arb renderer) - 15.9
9000 (with r200 renderer) - 15.4

The huge performance increase I get by using an r200 card is pretty
consistent with what I see in other games.

WIth the fglrx driver:

x700 + fglrx (with arb renderer) - 4.4
x700 + fglrx (with r200 renderer) - 28.7

9000 + fglrx (with arb renderer) - 3.9
9000 + fglrx (with r200 renderer) - 16.4

Adam



-
Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT  business topics through brief surveys -- and earn cash
http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Doom3 benchmarks.

2006-08-06 Thread Roland Scheidegger
Adam K Kirchhoff wrote:
 Just thought I'd post some updated benchmarks of Doom3.  These were 
 all run with the first timedemo at 640x480, and (for the open source
  drivers) with ColorTiling turned on in the xorg.conf file.  I'll
 list all tests with the open source drivers first:
 
 x700 + r300 (with arb renderer) - 5.5 FPS (There's not much point in
  testing it with the r200 or arb2 renderers at the moment.)
What's the problem with arb2? The r300 driver does not
currently support the r200 render path (and I doubt it will in the
future - there's just not enough interest in supporting ATI_fs on r300
which is not widely used).

 9000 (with arb renderer) - 15.9 9000 (with r200 renderer) - 15.4
 
 The huge performance increase I get by using an r200 card is pretty 
 consistent with what I see in other games.
There seems to be some performance problems with the r300 driver. I
don't think anyone knows what's going on but I could be wrong...

 WIth the fglrx driver:
 
 x700 + fglrx (with arb renderer) - 4.4 x700 + fglrx (with r200 
 renderer) - 28.7
 
 9000 + fglrx (with arb renderer) - 3.9 9000 + fglrx (with r200 
 renderer) - 16.4
Looks like fglrx has some performance problems too... I can't remember 
it being that slow with the arb path, what driver version is this? arb 
path should always be faster quite a bit as the scene complexity is 
lower (no bump maps etc. though you can switch them off for the other 
render paths too).

Roland

-
Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT  business topics through brief surveys -- and earn cash
http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Doom3 benchmarks.

2006-08-06 Thread Rune Petersen
Roland Scheidegger wrote:
 Adam K Kirchhoff wrote:
 Just thought I'd post some updated benchmarks of Doom3.  These were 
 all run with the first timedemo at 640x480, and (for the open source
  drivers) with ColorTiling turned on in the xorg.conf file.  I'll
 list all tests with the open source drivers first:

 x700 + r300 (with arb renderer) - 5.5 FPS (There's not much point in
  testing it with the r200 or arb2 renderers at the moment.)
 What's the problem with arb2?

fragment.position input is not implemented yet. fglrx driver parses it
from VP to FP via a texcoord route. I've been hitting my head on this
for some time. Only got as far as only getting a soft lockup which isn't
very useful.

 The r300 driver does not
 currently support the r200 render path (and I doubt it will in the
 future - there's just not enough interest in supporting ATI_fs on r300
 which is not widely used).
 
 9000 (with arb renderer) - 15.9 9000 (with r200 renderer) - 15.4

 The huge performance increase I get by using an r200 card is pretty 
 consistent with what I see in other games.
 There seems to be some performance problems with the r300 driver. I
 don't think anyone knows what's going on but I could be wrong...

I have seen some strange slowdowns not caused bu any apparent fallback
(Nexiuz w/bloom) though I could have missed a fallback path.


Rune Petersen


-
Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT  business topics through brief surveys -- and earn cash
http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Doom3 benchmarks.

2006-08-06 Thread Roland Scheidegger
Rune Petersen wrote:
 Roland Scheidegger wrote:
 Adam K Kirchhoff wrote:
 Just thought I'd post some updated benchmarks of Doom3.  These
 were all run with the first timedemo at 640x480, and (for the
 open source drivers) with ColorTiling turned on in the xorg.conf
 file.  I'll list all tests with the open source drivers first:
 
 x700 + r300 (with arb renderer) - 5.5 FPS (There's not much point
 in testing it with the r200 or arb2 renderers at the moment.)
 What's the problem with arb2?
 
 fragment.position input is not implemented yet. fglrx driver parses
 it from VP to FP via a texcoord route. I've been hitting my head on
 this for some time. Only got as far as only getting a soft lockup
 which isn't very useful.
That kinda makes sense. On r200 you could already pass vertex data to 
the fragment registers (but you couldn't use position as input), so the 
data was interpolated by the texcoord interpolator but texture lookup 
was disabled (see the ATI_fs spec / r200 dri implementation). At first 
sight looks like a similar mechanism might be used by r300 I guess, 
interpolating position or texcoords isn't too different is it?

 The r300 driver does not currently support the r200 render path
 (and I doubt it will in the future - there's just not enough
 interest in supporting ATI_fs on r300 which is not widely used).
 
 9000 (with arb renderer) - 15.9 9000 (with r200 renderer) - 15.4
 
 The huge performance increase I get by using an r200 card is
 pretty consistent with what I see in other games.
 There seems to be some performance problems with the r300 driver. I
  don't think anyone knows what's going on but I could be wrong...
 
 I have seen some strange slowdowns not caused bu any apparent
 fallback (Nexiuz w/bloom) though I could have missed a fallback path.
It's strange the (simple) arb path of doom3 is slow.
btw the real reference point would probably be drivers from another 
OS, they are often a lot faster (and I'm really wondering where ati gets 
the additional performance there at least for r200). Those drivers might 
include things which we don't really want to implement but I don't think 
all of the performance difference is caused by that.

Roland

-
Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT  business topics through brief surveys -- and earn cash
http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Doom3 benchmarks.

2006-08-06 Thread Aapo Tahkola
On Sun, 06 Aug 2006 22:57:21 +0200
Rune Petersen [EMAIL PROTECTED] wrote:

 Roland Scheidegger wrote:
  Adam K Kirchhoff wrote:
  Just thought I'd post some updated benchmarks of Doom3.  These
  were all run with the first timedemo at 640x480, and (for the open
  source drivers) with ColorTiling turned on in the xorg.conf file.
  I'll list all tests with the open source drivers first:
 
  x700 + r300 (with arb renderer) - 5.5 FPS (There's not much point
  in testing it with the r200 or arb2 renderers at the moment.)
  What's the problem with arb2?
 
 fragment.position input is not implemented yet. fglrx driver parses it
 from VP to FP via a texcoord route. I've been hitting my head on this
 for some time. Only got as far as only getting a soft lockup which
 isn't very useful.
 
  The r300 driver does not
  currently support the r200 render path (and I doubt it will in the
  future - there's just not enough interest in supporting ATI_fs on
  r300 which is not widely used).
  
  9000 (with arb renderer) - 15.9 9000 (with r200 renderer) - 15.4
 
  The huge performance increase I get by using an r200 card is
  pretty consistent with what I see in other games.
  There seems to be some performance problems with the r300 driver. I
  don't think anyone knows what's going on but I could be wrong...
 
 I have seen some strange slowdowns not caused bu any apparent fallback
 (Nexiuz w/bloom) though I could have missed a fallback path.

Light bloom usually need render to texture type of functionality which
in turn needs accelerated CopyTexSubImage2D or ReadPixels. These are
implemented using the span functions currently.
CopyTexSubImage2D cannot be accelerated because we need to update copy
of the texture kept in system memory(for raster fallbacks).
Secondly, normal bitblt cannot be used to perform these operations
since it doesn't support necessary pitches and offsets - x/y tricks used
in r300_texmem.c will not work as r300 tends to think that micro tile
starts at given offset. dxtn happens to be broken because we cant do
micro tiling on normal textures.
I tried implementing blits using 3d engine and textures but I ran into
trouble with clip rects so I had to give up. Buffer swaps
work fine with it though.

-- 
Aapo Tahkola

-
Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT  business topics through brief surveys -- and earn cash
http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Quake4 benchmarks

2006-05-24 Thread Sergio Monteiro Basto
http://www.nuclearelephant.com/papers/s3tc.html

http://homepage.hispeed.ch/rscheidegger/dri_experimental/s3tc_index.html

And I has problems with one ATI mobile r300 and Xorg 6.8.2 from Fedora
4, and now with Xorg 7.0 it works quite right, and I try to see what is
the trick and appears to me not just disabling dri but disable ACCEL
render! .

On Tue, 2006-05-23 at 19:18 -0400, Adam K Kirchhoff wrote:
 FYI,
 
 I downloaded the hwspirit timedemo for quake4 yesterday and decided 
 to compare the framerate between the fglrx, r200, and xig drivers with 
 my Radeon 9000:
 
 9000 - xig - 14.7
 9000 - fgl - 11.3
 9000 - xorg - 16.2
 
 Today I decided to give it a shot with my 9600.  The fglrx drivers 
 gave me 16.8 FPS, and the r300 drivers gave me this:
 
 http://68.44.156.246/quake4-screenshot.png
 
 As you can see, everything is quite shiny (but not quite as washed out 
 as the screenshot shows...  I had to brighten it a little to make it 
 visible).  This is with both page flipping and color tiling enabled 
 (though I tried without page flipping and got the same results).  And I 
 have the libtxc_dxtn library compiled and installed.  If I remove that 
 library, quake4 completely refuses to start:
 
 ..using GL_ARB_multitexture
 ...using GL_ARB_texture_env_combine
 ...using GL_ARB_texture_cube_map
 ...using GL_ARB_texture_env_dot3
 ...using GL_ARB_texture_env_add
 X..GL_ARB_texture_non_power_of_two not found
 ...using GL_NV_blend_square
 ...using GL_ARB_texture_compression
 X..GL_EXT_texture_compression_s3tc not found
 signal caught: Segmentation fault
 si_code 1
 Trying to exit gracefully..
 
 Any ideas?
 
 
 ---
 All the advantages of Linux Managed Hosting--Without the Cost and Risk!
 Fully trained technicians. The highest number of Red Hat certifications in
 the hosting industry. Fanatical Support. Click to learn more
 http://sel.as-us.falkag.net/sel?cmd=lnkkid=107521bid=248729dat=121642
 --
 ___
 Dri-devel mailing list
 Dri-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/dri-devel
-- 
Sérgio M. B.


smime.p7s
Description: S/MIME cryptographic signature


Quake4 benchmarks

2006-05-23 Thread Adam K Kirchhoff


FYI,

   I downloaded the hwspirit timedemo for quake4 yesterday and decided 
to compare the framerate between the fglrx, r200, and xig drivers with 
my Radeon 9000:


9000 - xig - 14.7
9000 - fgl - 11.3
9000 - xorg - 16.2

   Today I decided to give it a shot with my 9600.  The fglrx drivers 
gave me 16.8 FPS, and the r300 drivers gave me this:


http://68.44.156.246/quake4-screenshot.png

As you can see, everything is quite shiny (but not quite as washed out 
as the screenshot shows...  I had to brighten it a little to make it 
visible).  This is with both page flipping and color tiling enabled 
(though I tried without page flipping and got the same results).  And I 
have the libtxc_dxtn library compiled and installed.  If I remove that 
library, quake4 completely refuses to start:


..using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
...using GL_NV_blend_square
...using GL_ARB_texture_compression
X..GL_EXT_texture_compression_s3tc not found
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..

Any ideas?


---
All the advantages of Linux Managed Hosting--Without the Cost and Risk!
Fully trained technicians. The highest number of Red Hat certifications in
the hosting industry. Fanatical Support. Click to learn more
http://sel.as-us.falkag.net/sel?cmd=lnkkid=107521bid=248729dat=121642
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Quake4 benchmarks

2006-05-23 Thread Aapo Tahkola
On Tue, 23 May 2006 19:18:56 -0400
Adam K Kirchhoff [EMAIL PROTECTED] wrote:

 
 FYI,
 
 I downloaded the hwspirit timedemo for quake4 yesterday and decided 
 to compare the framerate between the fglrx, r200, and xig drivers with 
 my Radeon 9000:
 
 9000 - xig - 14.7
 9000 - fgl - 11.3
 9000 - xorg - 16.2
 
 Today I decided to give it a shot with my 9600.  The fglrx drivers 
 gave me 16.8 FPS, and the r300 drivers gave me this:
 
 http://68.44.156.246/quake4-screenshot.png
 
 As you can see, everything is quite shiny (but not quite as washed out 
 as the screenshot shows...  I had to brighten it a little to make it 
 visible).  This is with both page flipping and color tiling enabled 
 (though I tried without page flipping and got the same results).  And I 
 have the libtxc_dxtn library compiled and installed.  If I remove that 
 library, quake4 completely refuses to start:
 
 ..using GL_ARB_multitexture
 ...using GL_ARB_texture_env_combine
 ...using GL_ARB_texture_cube_map
 ...using GL_ARB_texture_env_dot3
 ...using GL_ARB_texture_env_add
 X..GL_ARB_texture_non_power_of_two not found
 ...using GL_NV_blend_square
 ...using GL_ARB_texture_compression
 X..GL_EXT_texture_compression_s3tc not found
 signal caught: Segmentation fault
 si_code 1
 Trying to exit gracefully..
 
 Any ideas?

AFAIK, dxt3/5 textures need to be tiled in order to work with multitexturing.
fglrx does texture uploads differently so I dont know how to tile them on 
upload.
Textures looking washed out might be another bug as ut2k4 doesnt show similar 
artifacts(only squares).

-- 
Aapo Tahkola


---
All the advantages of Linux Managed Hosting--Without the Cost and Risk!
Fully trained technicians. The highest number of Red Hat certifications in
the hosting industry. Fanatical Support. Click to learn more
http://sel.as-us.falkag.net/sel?cmd=lnkkid=107521bid=248729dat=121642
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Benchmarks.

2006-03-06 Thread Aapo Tahkola
On Mon, 06 Mar 2006 04:11:58 +0100
Roland Scheidegger [EMAIL PROTECTED] wrote:

 Adam K Kirchhoff wrote:
  Using umark for benchmarking UT2004 (1024x768 with all low or very
   low display settings)...  First DM-1on1-Albatross:
  
  9600 - fgl - 11.378239 / 35.393394 / 82.763985 fps - Score =
  35.407494 9600 - dri - 5.033368 / 8.846323 / 17.930601 fps - Score =
  8.850811
 Nothing new here, dri performance is still limited by the lack of 
 ARB_vbo or at least decent drawArrays performance avoiding fallbacks.

r300 driver now supports this in HW.
It should work pretty well as long as GART is big enough and application 
doesn't request to draw with more than 65535 verts.

-- 
Aapo Tahkola


---
This SF.Net email is sponsored by xPML, a groundbreaking scripting language
that extends applications into web and mobile media. Attend the live webcast
and join the prime developer group breaking into this new coding territory!
http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Benchmarks.

2006-03-05 Thread Adam K Kirchhoff


I had some time yesterday and thought I'd do a quick comparision of the 
DRI drivers and fglrx drivers for three different cards I have, and I 
thought others on this list might be interested in the results. All 
tests were conducted on a dual 2.8 xeon, with a gig of RAM.  The cards 
are a 9600AS with 256 megs of RAM, a 9000Pro with 129 megs of RAM, and 
an X700 with 256 megs.  After each test with the DRI drivers, I rebooted 
and ran the exact same one with the FireGL drivers.   The DRI drivers 
are from Mesa (and DRM) CVS from Thursday.  The FireGL drivers are the 
latest available at the moment (I don't remember the version number off 
the top of my head).  There have been no game specific changes made in 
driconf.


Using timedemo demo1 in doom3 (640x480, low quality settings), this 
is what I got:


9600 - fgl - 13.4 FPS
9600 - dri - 15 FPS

9000 - fgl - 14 FPS
9000 - dri - 17.6 FPS

X700 - fgl - 13.8 FPS
X700 - dri - 14.7 FPS

Using umark for benchmarking UT2004 (1024x768 with all low or very 
low display settings)...  First DM-1on1-Albatross:


9600 - fgl - 11.378239 / 35.393394 / 82.763985 fps - Score = 35.407494
9600 - dri - 5.033368 / 8.846323 / 17.930601 fps - Score = 8.850811

9000 - fgl -  13.003528 / 31.308100 / 93.127403 fps - Score = 31.318676
9000 - dri - 6.515143 / 11.408949 / 22.809250 fps  - Score = 11.415204

X700 - fgl - 12.597370 / 43.225315 / 114.483971 fps - Score = 43.069965
X700 - dri - 5.531275 / 9.642255 / 24.157600 fps - Score = 9.647329

DM-Rustorium:

9600 - fgl - 11.864109 / 39.673630 / 107.136818 fps - Score = 39.679264
9600 - dri - .76 / 9.333500 / 21.820055 fps - Score = 9.336345

9000 - fgl - 13.001156 / 27.800968 / 77.328308 fps - Score = 27.807644
9000 - dri - 7.519938 / 12.948973 / 27.574434 fps - Score = 12.951131

X700 - fgl - 21.063986 / 69.125237 / 155.321548 fps - Score = 65.804871
X700 - dri - 6.243832 / 9.895700 / 32.778217 fps - Score = 9.896439

In retrospect, I should have done ut2004 at 640x480 to get a better 
comparison of how it stacks up to doom3.


Adam



---
This SF.Net email is sponsored by xPML, a groundbreaking scripting language
that extends applications into web and mobile media. Attend the live webcast
and join the prime developer group breaking into this new coding territory!
http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Benchmarks.

2006-03-05 Thread Roland Scheidegger

Adam K Kirchhoff wrote:


I had some time yesterday and thought I'd do a quick comparision of
the DRI drivers and fglrx drivers for three different cards I have,
and I thought others on this list might be interested in the results.
All tests were conducted on a dual 2.8 xeon, with a gig of RAM.  The
cards are a 9600AS with 256 megs of RAM, a 9000Pro with 129 megs of
RAM, and an X700 with 256 megs.  After each test with the DRI
drivers, I rebooted and ran the exact same one with the FireGL
drivers.   The DRI drivers are from Mesa (and DRM) CVS from Thursday.
The FireGL drivers are the latest available at the moment (I don't
remember the version number off the top of my head).  There have been
no game specific changes made in driconf.

Using timedemo demo1 in doom3 (640x480, low quality settings),
this is what I got:

9600 - fgl - 13.4 FPS 9600 - dri - 15 FPS

9000 - fgl - 14 FPS 9000 - dri - 17.6 FPS

X700 - fgl - 13.8 FPS X700 - dri - 14.7 FPS

The fgl numbers are downright awful for the r300 based cards (obviously
more so for the X700), though the dri performance isn't good neither 
(but honestly you really should expect better performance from the ATI 
drivers at this point probably). The 9000 scores aren't quite comparable 
unless you used r_renderer arb on both cards, and you didn't take the 
rendering errors with dri driver which still are present with hw tcl 
into account. Though, with Mesa cvs since about last friday, r_renderer 
r200 actually works on r200 :-) (need to enable software 
ARB_vertex_program, need to enable 6 texture units, need to disable hw 
tcl, and for somewhat useful performance also need to use x86 optimized 
build with MESA_EXPERIMENTAL env var set with a cpu that supports sse...).



Using umark for benchmarking UT2004 (1024x768 with all low or very
 low display settings)...  First DM-1on1-Albatross:

9600 - fgl - 11.378239 / 35.393394 / 82.763985 fps - Score =
35.407494 9600 - dri - 5.033368 / 8.846323 / 17.930601 fps - Score =
8.850811
Nothing new here, dri performance is still limited by the lack of 
ARB_vbo or at least decent drawArrays performance avoiding fallbacks.


In retrospect, I should have done ut2004 at 640x480 to get a better 
comparison of how it stacks up to doom3.
dri numbers would just stay almost completely the same, you can 
configure ut2k4 however you want but the amount of vertices sent remains 
pretty much constant.


Roland



---
This SF.Net email is sponsored by xPML, a groundbreaking scripting language
that extends applications into web and mobile media. Attend the live webcast
and join the prime developer group breaking into this new coding territory!
http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


[Dri-devel] Some bsd-3-0-0-branch benchmarks.

2002-06-27 Thread Eric Anholt

Well, I've got most of the FreeBSD troubles straightened out I think.  I
went ahead and did some glxgears benchmarks, waiting for the numbers to
stabilize, of gentoo vs freebsd-current.

System is a 128MB 2xCeleron517 (BP6, OCed), diskless, booting gentoo or
-current off of a -current system.  Video at 1280x1024x60hz, 16 bit.

gentoo 1.1, kernel 2.4.19-gentoo-r5 (custom, p2 opts but nothing special
think)
bsd-3-0-0-branch as of a few days ago
kernel modules from bsd-3-0-0-branch from today
twm

FreeBSD-current as of a few days ago.
WITNESS and INVARIANTS disabled.
bsd-3-0-0-branch as of a few days ago
kernel modules from bsd-3-0-0-branch from today.
No wm (sshing in).

Radeon 64MB VIVO, no pageflip:
linux: 1325 fps
bsd:   1324

Rage 128 Pro:
linux: 581
bsd:   582

Matrox G400
linux: 923
bsd:   755

Only the Matrox had problems, don't know what that was.Still, I'm
very excited about the Radeon numbers.

-- 
Eric Anholt [EMAIL PROTECTED]
http://gladstone.uoregon.edu/~eanholt/dri/



---
Sponsored by:
ThinkGeek at http://www.ThinkGeek.com/
___
Dri-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/dri-devel



Re: [Dri-devel] Some bsd-3-0-0-branch benchmarks.

2002-06-27 Thread Keith Whitwell

Eric Anholt wrote:
 Well, I've got most of the FreeBSD troubles straightened out I think.  I
 went ahead and did some glxgears benchmarks, waiting for the numbers to
 stabilize, of gentoo vs freebsd-current.
 
 System is a 128MB 2xCeleron517 (BP6, OCed), diskless, booting gentoo or
 -current off of a -current system.  Video at 1280x1024x60hz, 16 bit.
 
 gentoo 1.1, kernel 2.4.19-gentoo-r5 (custom, p2 opts but nothing special
 think)
 bsd-3-0-0-branch as of a few days ago
 kernel modules from bsd-3-0-0-branch from today
 twm
 
 FreeBSD-current as of a few days ago.
 WITNESS and INVARIANTS disabled.
 bsd-3-0-0-branch as of a few days ago
 kernel modules from bsd-3-0-0-branch from today.
 No wm (sshing in).
 
 Radeon 64MB VIVO, no pageflip:
 linux: 1325 fps
 bsd:   1324
 
 Rage 128 Pro:
 linux: 581
 bsd:   582
 
 Matrox G400
 linux: 923
 bsd:   755
 
 Only the Matrox had problems, don't know what that was.Still, I'm
 very excited about the Radeon numbers.

Nice.

I'm just looking a little at the code, wonder if there can be some name 
changes to simplify the macros a little.

We're using DRM_ prefixes for os-abstractions already, like DRM_DEBUG, so I 
don't think it's necessary to further specialize the namespace to DRM_OS_







---
This sf.net email is sponsored by:ThinkGeek
Bringing you mounds of caffeinated joy.
http://thinkgeek.com/sf
___
Dri-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/dri-devel



Re: [Dri-devel] Some bsd-3-0-0-branch benchmarks.

2002-06-27 Thread Keith Whitwell

Keith Whitwell wrote:
   Eric Anholt wrote:
  
   Well, I've got most of the FreeBSD troubles straightened out I think.  I
   went ahead and did some glxgears benchmarks, waiting for the numbers to
   stabilize, of gentoo vs freebsd-current.
  
   System is a 128MB 2xCeleron517 (BP6, OCed), diskless, booting gentoo or
   -current off of a -current system.  Video at 1280x1024x60hz, 16 bit.
  
   gentoo 1.1, kernel 2.4.19-gentoo-r5 (custom, p2 opts but nothing special
   think)
   bsd-3-0-0-branch as of a few days ago
   kernel modules from bsd-3-0-0-branch from today
   twm
  
   FreeBSD-current as of a few days ago.
   WITNESS and INVARIANTS disabled.
   bsd-3-0-0-branch as of a few days ago
   kernel modules from bsd-3-0-0-branch from today.
   No wm (sshing in).
  
   Radeon 64MB VIVO, no pageflip:
   linux: 1325 fps
   bsd:   1324
  
   Rage 128 Pro:
   linux: 581
   bsd:   582
  
   Matrox G400
   linux: 923
   bsd:   755
  
   Only the Matrox had problems, don't know what that was.Still, I'm
   very excited about the Radeon numbers.
  
  
   Nice.
  
   I'm just looking a little at the code, wonder if there can be some name
   changes to simplify the macros a little.
  
   We're using DRM_ prefixes for os-abstractions already, like DRM_DEBUG,
   so I don't think it's necessary to further specialize the namespace to
   DRM_OS_

... (doh)

So, instead of DRM_OS_COPYFROMUSR_NC, maybe  DRM_COPY_FROM_USER_UNCHECKED
might be clearer.

Similarly, DRM_OS_KRNFROMUSR is pretty cryptic -- maybe
DRM_COPY_FROM_USER_IOCTL or something?

Oh, and I just found DRM_OS_FETCHU_32_NC -- that's ugly...  I

How about:

DRM_OS_COPYFROMUSR_NC
-- DRM_COPY_FROM_USER_UNCHECKED
DRM_OS_COPYFROMUSR  -- DRM_COPY_FROM_USER
DRM_OS_KRNFROMUSR   -- DRM_COPY_FROM_USER_IOCTL
DRM_OS_FETCHU_32_NC -- DRM_GET_USER_UNCHECKED

and so on.  

Keith





---
This sf.net email is sponsored by:ThinkGeek
Bringing you mounds of caffeinated joy.
http://thinkgeek.com/sf
___
Dri-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/dri-devel



[Dri-devel] Linux vs. Windows Quake3 Demo Benchmarks

2001-05-01 Thread Kreuzritter2000

Hello

I made some Benchmark comparisons with my Video card under WinME and Linux,
here are the resulst:

Perhaps using the new tdfx driver branch 3.1, DRI inbuild Mesa 3.5 and Kernel 2.4 
could be a little
bit faster.





Linux vs. WindowsME Quake3Arena Demo Benchmarks:


How To Benchmark:
Start Quake3 Arena Demo
Open console 
(to open console with a German keyboard layout press right
shift + ` - the key next to ß )
and insert the following commands:

 timedemo 1 return
 demo demo001.dm3
after that go back to console and read the values.
then enter
 timedemo 1 return
 demo demo002.dm3


Computer:
Athlon 500 MHz
128 MB SDRAM 100 MHz
3Dfx Voodoo 3 2000 PCI
ASUS K7M Mainboard
Terratec EWS64XL Soundcard

Linux Slackware 7.1
XFree 4.0.2
CVS-DRI TDFX drivers (tdfx branch 3.0) - from end of March
DRI-XFree inbuild Mesa3d was 3.4
Kernel 2.2.18


WindowsME
3dFX Driver from 2 November 2000 = (11/02/2000)
(22bit Postfilter is turned on in WinME !)


Percent Rate is: (fpsLinux*100)/fpsWin = Linux Value
Windows Percent Value is allways set to 100 %

Normal Detail Benchmark:

640*480 frames  sec  fps%

Demo001:

Linux 1346 26,3 51,2 87,52 %
WindowsME 1346 23,0 58,5100,00 %


Demo002:

Linux 1399 28,0 49,9 85,89 %
WindowsME 1399 24,1 58,1100,00 %


Normal Detail changed to 1024*786 resolution:
frames  sec  fps%

Demo001:

Linux 1346 43,5 31,2 80,00 %
WindowsME 1346 34,5 39,0100,00 %


Demo002:

Linux 1399 46,6 30,073,17 %
WindowsME 1399 34,1 41,0   100,00 %




Custom Detail Benchmark:
- Settings are nearly similar to highest Quality 
Benchmark Seeting! 

Video:
GL Ext = On
color depth = 16 bit
Fullscreen 
lightmap
Geometrie Detail = High
texture Detail= Max
texture Quality= 16 bit
texture Filter= Bilinear

Sound:
Sound = High
A3d= off

Game Options:
Simple items= off
Walls  = on
Brass  = on
Light  = on
Target = on
Sky= on
Sync   = off
Modds  = off
Overly = off



640*480:
frames  sec  fps %

Demo001:

Linux 1346 42,5 31,7 55,91 %
WindowsME 1346 23,8 56,7100,00 %


Demo002:

Linux 1399 81,6 17,1 30,87 %
WindowsME 1399 25,3 55,4100,00 %





_
1024*768:
frames  sec  fps %

Demo001:

Linux 1346 59,2 22,7 61,85 %
WindowsME 1346 36,7 36,7100,00 %   


Demo002:

Linux 1399 93,7 14,9 39,11 %
WindowsME 1399 36,7 38,1100,00 %


=
End of Benchmarking
=

The Linux drivers are not very fast compard to their 
windows counterpart.
I hope that will change some day. 

Best Regards
 Oliver C.


___
Dri-devel mailing list
[EMAIL PROTECTED]
http://lists.sourceforge.net/lists/listinfo/dri-devel



Re: [Dri-devel] Linux vs. Windows Quake3 Demo Benchmarks

2001-05-01 Thread Brian Paul

Kreuzritter2000 wrote:
 
 Hello
 
 I made some Benchmark comparisons with my Video card under WinME and Linux,
 here are the resulst:
 
 Perhaps using the new tdfx driver branch 3.1, DRI inbuild Mesa 3.5 and Kernel 2.4 
could be a little
 bit faster.

It might be a bit faster but I haven't benchmarked it personally.

In any case, we're unlikely to put any significant work into the tdfx
drivers anymore, for obvious reasons.

-Brian

___
Dri-devel mailing list
[EMAIL PROTECTED]
http://lists.sourceforge.net/lists/listinfo/dri-devel