On Tue, Oct 30, 2012 at 8:49 PM, Tzvetan Mikov tmi...@jupiter.com wrote:
On 10/30/2012 05:20 PM, Tzvetan Mikov wrote:
Thanks a lot! I reproduced the same results here and I think I have
figured out what the problem is. The frame buffer is always created in
linear mode. The temporary hack
On 10/31/2012 07:41 AM, Jerome Glisse wrote:
For it to look right we need mesa to call into the kernel to tell the
kernel what is the bo tiling format. We should do that for scanout
buffer. This will fix your issue and you probably want 2d tiled not 1d
for scanout.
Anyway, since I do need
On Tue, Oct 30, 2012 at 10:43 AM, Tzvetan Mikov tmi...@jupiter.com wrote:
On 10/30/2012 07:12 AM, Patrick Baggett wrote:
Is your screen refresh rate 70 Hz? Because if so, that means that it's
syncing to the vblank on Mesa, and not doing so on the proprietary one.
Unfortunately no. In fact the
On 10/30/2012 11:45 AM, Jerome Glisse wrote:
So tested, it's something inside egl that lead to this, same program
as yours with glut on X11 with 2d tiling enabled and 2d color tiling
have a slight advantage 140fps vs 137fps (windowed so there is a blit
which would account for a hugue chunk of
On Wed, Oct 31, 2012 at 1:20 AM, Tzvetan Mikov tmi...@jupiter.com wrote:
On 10/30/2012 11:45 AM, Jerome Glisse wrote:
So tested, it's something inside egl that lead to this, same program
as yours with glut on X11 with 2d tiling enabled and 2d color tiling
have a slight advantage 140fps vs
On 10/30/2012 05:20 PM, Tzvetan Mikov wrote:
Thanks a lot! I reproduced the same results here and I think I have
figured out what the problem is. The frame buffer is always created in
linear mode. The temporary hack included below doubles the performance
for me with EGL.
Could you please check
Is your screen refresh rate 70 Hz? Because if so, that means that it's
syncing to the vblank on Mesa, and not doing so on the proprietary one.
Patrick
On Mon, Oct 29, 2012 at 8:24 PM, Tzvetan Mikov tmi...@jupiter.com wrote:
On 10/28/2012 12:56 PM, Tzvetan Mikov wrote:
On 10/28/2012 04:26 AM,
On 10/28/2012 12:56 PM, Tzvetan Mikov wrote:
On 10/28/2012 04:26 AM, Marek Olšák wrote:
No, there is no X11 at all. I am running my tests on a very bare system
with EGL only, hoping to minimize the test surface and isolate any
interferences.
I will try it though (it will also enable me to
Did you also turn on ColorTiling2D through xorg.conf? If not, you
might try that and see what happens.
Marek
On Sun, Oct 28, 2012 at 1:53 AM, Tzvetan Mikov tmi...@jupiter.com wrote:
On 10/27/2012 06:58 AM, Marek Olšák wrote:
If you upload the texture every frame, set pipe_resource::usage to
On 10/27/2012 07:37 PM, Matt Turner wrote:
for ( float angle = 0; ; angle += 0.5 )
{
if (angle = 360)
angle -= 360;
display( angle );
glFlush();
eglSwapBuffers( dpy, screenSurf );
Do you actually need glFlush()?
It might be a case of
On 10/28/2012 04:26 AM, Marek Olšák wrote:
Did you also turn on ColorTiling2D through xorg.conf? If not, you
might try that and see what happens.
No, there is no X11 at all. I am running my tests on a very bare system
with EGL only, hoping to minimize the test surface and isolate any
If you upload the texture every frame, set pipe_resource::usage to
PIPE_USAGE_STAGING. That will make the texture linear.
Marek
On Sat, Oct 27, 2012 at 4:26 AM, Tzvetan Mikov tmi...@jupiter.com wrote:
-Original Message-
From: Jerome Glisse
Can anyone shed some light on this? Is this
On 10/26/2012 08:45 PM, Jerome Glisse wrote:
This is interesting. All I am doing is rotating a big texture on the
screen. I am using EGL+Gallium, so it is as simple as it gets.
The hack I am using to disable texture tiling is also extremely simple
(see below). It speeds up the FPS measurably,
On 10/27/2012 06:58 AM, Marek Olšák wrote:
If you upload the texture every frame, set pipe_resource::usage to
PIPE_USAGE_STAGING. That will make the texture linear.
Marek
No, I am not uploading it for every frame. It is a static texture. I am
getting only 35 FPS on a HD6460, which is
On Sat, Oct 27, 2012 at 4:51 PM, Tzvetan Mikov tmi...@jupiter.com wrote:
On 10/26/2012 08:45 PM, Jerome Glisse wrote:
This is interesting. All I am doing is rotating a big texture on the
screen. I am using EGL+Gallium, so it is as simple as it gets.
The hack I am using to disable texture
Hi,
I have been running tests with Mesa 9.0 and Rdeon R600 (Radeon HD 6460) and I
accidentally noticed that a small hack I did to disable texture tiling,
actually *doubles* the frame rate. With different chips (e.g. 6750) the
difference is less pronounced, but in all cases texture tiling
On Fri, Oct 26, 2012 at 8:07 PM, Tzvetan Mikov tmi...@jupiter.com wrote:
Hi,
I have been running tests with Mesa 9.0 and Rdeon R600 (Radeon HD 6460) and I
accidentally noticed that a small hack I did to disable texture tiling,
actually *doubles* the frame rate. With different chips (e.g.
-Original Message-
From: Jerome Glisse
Can anyone shed some light on this? Is this by design - e.g. is
this a case of we know that tiling is currently slower than linear
but the huge payoff is scheduled to arrive in a future revision?
Thanks!
Tzvetan
No, in all benchmark
On Fri, Oct 26, 2012 at 10:26 PM, Tzvetan Mikov tmi...@jupiter.com wrote:
-Original Message-
From: Jerome Glisse
Can anyone shed some light on this? Is this by design - e.g. is
this a case of we know that tiling is currently slower than linear
but the huge payoff is scheduled to
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