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



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capturing fglrx command streams?

2006-08-06 Thread Rune Petersen
Hi,

I had absolutely no luck getting any usable R300_CP_IB_BASE address with
glxtest.

I get and address like this 0xe0711000 which is not a valid address for
the application. Am I missing something obvious?


Rune Petersen

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[Bug 7770] libGL error: open DRM failed (Operation not permitted) on ia64 (Itanium)

2006-08-06 Thread bugzilla-daemon
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[Bug 7770] libGL error: open DRM failed (Operation not permitted) on ia64 (Itanium)

2006-08-06 Thread bugzilla-daemon
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[Bug 7770] libGL error: open DRM failed (Operation not permitted) on ia64 (Itanium)

2006-08-06 Thread bugzilla-daemon
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Re: capturing fglrx command streams?

2006-08-06 Thread Roland Scheidegger
Rune Petersen wrote:
 Hi,
 
 I had absolutely no luck getting any usable R300_CP_IB_BASE address with
 glxtest.
 
 I get and address like this 0xe0711000 which is not a valid address for
 the application. Am I missing something obvious?
Neither can I recently (though I use it for r200). I believe it got 
broken with a kernel update some time ago (could have been a fglrx 
driver update though). I didn't really look into it (you can still 
extract information from the map file if you search for some known packets).

Roland

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[Bug 7770] libGL error: open DRM failed (Operation not permitted) on ia64 (Itanium)

2006-08-06 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-06 12:38 ---
We need to find out which ioctl is failing. The kernel output might give a hint
if setting /sys/module/drm/parameters/debug to 1 before running glxinfo.
  
 
 
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[Bug 7774] Warcraft III crashes Xorg with R300

2006-08-06 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=7774  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-08-06 13:01 ---
The log file looks like there's a second server generation (i.e. some client
connects and disconnects again before the window manager starts) and there's
confusion about whether direct rendering is enabled or not in the second server
generation. The freeze could be fixed in current xf86-video-ati git, otherwise
it's most likely an r300 DRI driver issue.  
 
 
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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

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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


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Re: capturing fglrx command streams?

2006-08-06 Thread Rune Petersen
Roland Scheidegger wrote:
 Rune Petersen wrote:
 Hi,

 I had absolutely no luck getting any usable R300_CP_IB_BASE address with
 glxtest.

 I get and address like this 0xe0711000 which is not a valid address for
 the application. Am I missing something obvious?
 Neither can I recently (though I use it for r200). I believe it got
 broken with a kernel update some time ago (could have been a fglrx
 driver update though). I didn't really look into it (you can still
 extract information from the map file if you search for some known
 packets).

I've been trying to use it for fragment program comparison, but the the
only commands for the fragment shader is either stale or bogus, the same
for every program. I can read the fragment program from the MMIO, but it
doesn't give me the whole picture.


Rune Petersen

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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

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[Bug 7774] Warcraft III crashes Xorg with R300

2006-08-06 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=7774  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-08-06 14:36 ---
(In reply to comment #4)
 The log file looks like there's a second server generation (i.e. some client
 connects and disconnects again before the window manager starts) and there's
 confusion about whether direct rendering is enabled or not in the second 
 server
 generation. The freeze could be fixed in current xf86-video-ati git, otherwise
 it's most likely an r300 DRI driver issue.
In the test I did not use a window manager, I just started X from console and
then run DISPLAY=:0 wine war3.exe via SSH. Maybe it was a bad idea, but other
programs (glxgears and Half-life in wine including) work fine this way. And I
think it shouldn't crash X server.

I tried xorg-server-1.1.1, it's the same. I will try xf86-video-ati from git.

  
 
 
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[Bug 7790] New: Polygons incorrectly clipped by mach64 driver (ATI Rage Pro LT card)

2006-08-06 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=7790  
 
   Summary: Polygons incorrectly clipped by mach64 driver (ATI Rage
Pro LT card)
   Product: DRI
   Version: unspecified
  Platform: PC
OS/Version: Linux
Status: NEW
  Severity: normal
  Priority: P2
 Component: General
AssignedTo: dri-devel@lists.sourceforge.net
ReportedBy: [EMAIL PROTECTED]


Partially offscreen polygons are rendered incorrectly. Visible part of them is
misplaced and texture coordinates are sometimes set to random values. Problem
appears only when clipping to viewport, polygons that are fully located inside
the viewport are rendered correctly.

Here's what glxinfo says about renderer:

OpenGL vendor string: Gareth Hughes, Leif Delgass, José Fonseca
OpenGL renderer string: Mesa DRI Mach64 [Rage Pro] 20051019 AGP 2x
OpenGL version string: 1.2 Mesa 6.4.2

I'm not the sole victim, the same problem with Mach64 driver (on another card)
is described by another user here (you can get some screenshots there):
http://www.linuxquestions.org/questions/showthread.php?p=2368337

I'm attaching code that reproduces the problem with clipping.

-8 cut here 8--

#include GL/glut.h

void display(void)
{
glClearColor( 0.0, 0.0, 1.0, 0.0 );
glClear( GL_COLOR_BUFFER_BIT );

/* The white triangle is located inside the viewport
 and is rendered correctly */
glColor3f( 1.0f, 1.0f, 1.0f );
glBegin( GL_TRIANGLES );

glVertex2f( 0.25f, 0.25f );
glVertex2f( 0.75f, 0.25f );
glVertex2f( 0.5f, 0.85f );

glEnd();

/* The red triangle is partially offscreen and various clipping
 artefacts occur during render.
   When rendered correctly, the red triangle should look the
 same as white one, just translated to the left */
glColor3f( 1.0f, 0.0f, 0.0f );
glBegin( GL_TRIANGLES );

glVertex2f( -0.15f, 0.25f );
glVertex2f( 0.35f, 0.25f );
glVertex2f( 0.1f, 0.85f );

glEnd();

glutSwapBuffers();
};

int main(int argc, char **argv)
{
glutInit( argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGBA );
glutInitWindowSize( 640, 480 );
glutCreateWindow( ATI Mach64 driver bug? );

gluOrtho2D( 0, 1, 0, 1 );

glutDisplayFunc( display );
glutMainLoop();

return 0;
}  
 
 
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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.

-- 
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