Re: [Mesa-dev] Mesa 7.11 and osmesa

2011-10-07 Thread Paul Gotzel
Brain,

I'm using osmesa with VTK and in this particular test I'm rendering
just lines.  The ratios stay the same for just triangles.  Just for
these simple primitives 7.11 seems to be about 4 times slower that
7.6.1.

Can you give me some pointers on where to get started with a new
gallium based osmesa interface? I'd certainly like to make a stab at
developing this capability.  This is something that would be quite
valuable for my purposes as well.

Regards,
Paul

On Thu, Oct 6, 2011 at 10:27 AM, Brian Paul bri...@vmware.com wrote:
 On 10/04/2011 01:22 PM, Paul Gotzel wrote:

 Hello,

 I've recently upgraded to mesa 7.11 and I've noticed significant
 performance degradation when using osmesa.  Here's my results when
 comparing the versions:

 Version       Time
 7.6.1            4s
 7.10.3          16s
 7.11             23s

 This is the time to render a single frame (including the initial
 program overhead).   Any thoughts?


 I don't have time to investigate this in any depth.  One thing that comes to
 mind is the software texturing code.  Most of the ubyte-based texture
 sampling code was replaced by floating point so if you're doing a lot of
 texture mapping, that could be a reason.

 To learn more, someone would have to do a bisection.

 What kind of rendering featurs are you using (plain shaded tris, texturing,
 shaders, etc)?


 I'm not using the gallium
 framework.  Would enabling gallium help in some way?

 LLVMpipe would almost certainly be a lot faster.  I've been meaning to write
 a new OSMesa interface for gallium but haven't found the time. That would be
 a valuable project for at least a few people.

 -Brian


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[Mesa-dev] Mesa 7.11 and osmesa

2011-10-04 Thread Paul Gotzel
Hello,

I've recently upgraded to mesa 7.11 and I've noticed significant
performance degradation when using osmesa.  Here's my results when
comparing the versions:

Version   Time
7.6.1    4s
7.10.3  16s
7.11 23s

This is the time to render a single frame (including the initial
program overhead).   Any thoughts?  I'm not using the gallium
framework.  Would enabling gallium help in some way?

Any help appreciated!

Regards,
Paul Gotzel
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[Mesa-dev] is it possible to dynamic load OSMesa?

2011-07-15 Thread Paul Gotzel
Hello,

I've downloaded the latest 7.10.3 and I need to be able to dynamically load
OSMesa.  Is this possible?  I've tried to use dlopen and dlsym to load the
functions and all the OSMesa calls return success but when I make the gl
calls I get:

GL User Error: glGetIntegerv called without a rendering context
GL User Error: glGetIntegerv called without a rendering context
GL User Error: glGetIntegerv called without a rendering context

Any help would be appreciated.

Thanks,
Paul

My sample program is as follows.  I compile it with the same flags as the
rest of the demo programs without linking to OSMesa.

static void *
loadOSMesa()
{
  return dlopen(libOSMesa.so, RTLD_DEEPBIND | RTLD_NOW | RTLD_GLOBAL);
}

static OSMesaContext
dynOSMesaCreateContext()
{
  typedef OSMesaContext (*CreateContextProto)( GLenum , GLint , GLint ,
GLint , OSMesaContext );
  static void *createPfunc = NULL;
  CreateContextProto createContext;
  if (createPfunc == NULL)
  {
void *handle = loadOSMesa();
if (handle)
{
  createPfunc = dlsym(handle, OSMesaCreateContextExt);
}
  }

  if (createPfunc)
  {
createContext = (CreateContextProto)(createPfunc);
return (*createContext)(GL_RGBA, 16, 0, 0, NULL);
  }
  return 0;
}

static GLboolean
dynOSMesaMakeCurrent(OSMesaContext cid, void * win, GLenum type, GLsizei w,
GLsizei h)
{
  typedef GLboolean (*MakeCurrentProto)(OSMesaContext, void *, GLenum,
GLsizei, GLsizei);
  static void *currentPfunc = NULL;
  MakeCurrentProto makeCurrent;
  if (currentPfunc == NULL)
  {
void *handle = loadOSMesa();
if (handle)
{
  currentPfunc = dlsym(handle, OSMesaMakeCurrent);
}
  }
  if (currentPfunc)
  {
makeCurrent = (MakeCurrentProto)(currentPfunc);
return (*makeCurrent)(cid, win, type, w, h);
  }
  return GL_FALSE;
}

int
main(int argc, char *argv[])
{
   OSMesaContext ctx;
   void *buffer;

   ctx = dynOSMesaCreateContext();
   if (!ctx) {
  printf(OSMesaCreateContext failed!\n);
  return 0;
   }

   int Width = 100;
   int Height = 100;

   /* Allocate the image buffer */
   buffer = malloc( Width * Height * 4 * sizeof(GLubyte) );
   if (!buffer) {
  printf(Alloc image buffer failed!\n);
  return 0;
   }

   /* Bind the buffer to the context and make it current */
   if (!dynOSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, Width, Height
)) {
  printf(OSMesaMakeCurrent failed!\n);
  return 0;
   }


   {
  int z, s, a;
  glGetIntegerv(GL_DEPTH_BITS, z);
  glGetIntegerv(GL_STENCIL_BITS, s);
  glGetIntegerv(GL_ACCUM_RED_BITS, a);
  printf(Depth=%d Stencil=%d Accum=%d\n, z, s, a);
   }

   return 0;
}
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Re: [Mesa-dev] is it possible to dynamic load OSMesa?

2011-07-15 Thread Paul Gotzel
Patrick,

Good thought but it doesn't work.  I don't understand why adding -lOSMesa to
the following makes everything work.

gcc -I../../include -g -O2 -Wall -Wmissing-prototypes -std=c99 -ffast-math
-fvisibility=hidden -fno-strict-aliasing -g  -fPIC   -D_GNU_SOURCE
-DPTHREADS -DDEBUG -DHAVE_POSIX_MEMALIGN -DUSE_XSHM  osdemo.c -L../../lib
-lGL -o osdemo

There must be some other initialization I need to call to get things to work
but I don't understand enough of the details of Mesa to know what is
missing.  I've stepped through the mesa context initialization and I cannot
see what is different between the two runs.  The odd thing is that
everything seems to work but then I end up what I believe is an empty gl
dispatch table.  This is the first time I've looked this so I'm not really
sure what to expect.  Any ideas of where to look in the Mesa code?

Thanks,
Paul

On Fri, Jul 15, 2011 at 3:45 PM, Patrick Baggett
baggett.patr...@gmail.comwrote:

 If libOSMesa.so is separate library, then isn't libGL.so too? You're
 calling glGetIntegerv() from libGL.so but not from libOSMesa.so -- try doing
 dlsym(glGetIntegerv) and removing libGL.so from the link line.

 Patrick

 On Fri, Jul 15, 2011 at 2:41 PM, Paul Gotzel paul.got...@gmail.comwrote:

 Hello,

 I've downloaded the latest 7.10.3 and I need to be able to dynamically
 load OSMesa.  Is this possible?  I've tried to use dlopen and dlsym to load
 the functions and all the OSMesa calls return success but when I make the gl
 calls I get:

 GL User Error: glGetIntegerv called without a rendering context
 GL User Error: glGetIntegerv called without a rendering context
 GL User Error: glGetIntegerv called without a rendering context

 Any help would be appreciated.

 Thanks,
 Paul

 My sample program is as follows.  I compile it with the same flags as the
 rest of the demo programs without linking to OSMesa.

 static void *
 loadOSMesa()
 {
   return dlopen(libOSMesa.so, RTLD_DEEPBIND | RTLD_NOW | RTLD_GLOBAL);
 }

 static OSMesaContext
 dynOSMesaCreateContext()
 {
   typedef OSMesaContext (*CreateContextProto)( GLenum , GLint , GLint ,
 GLint , OSMesaContext );
   static void *createPfunc = NULL;
   CreateContextProto createContext;
   if (createPfunc == NULL)
   {
 void *handle = loadOSMesa();
 if (handle)
 {
   createPfunc = dlsym(handle, OSMesaCreateContextExt);
 }
   }

   if (createPfunc)
   {
 createContext = (CreateContextProto)(createPfunc);
 return (*createContext)(GL_RGBA, 16, 0, 0, NULL);
   }
   return 0;
 }

 static GLboolean
 dynOSMesaMakeCurrent(OSMesaContext cid, void * win, GLenum type, GLsizei
 w, GLsizei h)
 {
   typedef GLboolean (*MakeCurrentProto)(OSMesaContext, void *, GLenum,
 GLsizei, GLsizei);
   static void *currentPfunc = NULL;
   MakeCurrentProto makeCurrent;
   if (currentPfunc == NULL)
   {
 void *handle = loadOSMesa();
 if (handle)
 {
   currentPfunc = dlsym(handle, OSMesaMakeCurrent);
 }
   }
   if (currentPfunc)
   {
 makeCurrent = (MakeCurrentProto)(currentPfunc);
 return (*makeCurrent)(cid, win, type, w, h);
   }
   return GL_FALSE;
 }

 int
 main(int argc, char *argv[])
 {
OSMesaContext ctx;
void *buffer;

ctx = dynOSMesaCreateContext();
if (!ctx) {
   printf(OSMesaCreateContext failed!\n);
   return 0;
}

int Width = 100;
int Height = 100;

/* Allocate the image buffer */
buffer = malloc( Width * Height * 4 * sizeof(GLubyte) );
if (!buffer) {
   printf(Alloc image buffer failed!\n);
   return 0;
}

/* Bind the buffer to the context and make it current */
if (!dynOSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, Width, Height
 )) {
   printf(OSMesaMakeCurrent failed!\n);
   return 0;
}


{
   int z, s, a;
   glGetIntegerv(GL_DEPTH_BITS, z);
   glGetIntegerv(GL_STENCIL_BITS, s);
   glGetIntegerv(GL_ACCUM_RED_BITS, a);
   printf(Depth=%d Stencil=%d Accum=%d\n, z, s, a);
}

return 0;
 }


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