Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-31 Thread Jerome Glisse
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-31 Thread Tzvetan Mikov
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-30 Thread Jerome Glisse
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-30 Thread Tzvetan Mikov
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-30 Thread Marek Olšák
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-30 Thread Tzvetan Mikov
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-30 Thread Patrick Baggett
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,

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-29 Thread Tzvetan Mikov
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-28 Thread Marek Olšák
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-28 Thread Tzvetan Mikov
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-28 Thread Tzvetan Mikov
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-27 Thread Marek Olšák
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-27 Thread Tzvetan Mikov
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,

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-27 Thread Tzvetan Mikov
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-27 Thread Matt Turner
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

[Mesa-dev] R600 tiling halves the frame rate

2012-10-26 Thread Tzvetan Mikov
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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-26 Thread Jerome Glisse
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.

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-26 Thread Tzvetan Mikov
-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

Re: [Mesa-dev] R600 tiling halves the frame rate

2012-10-26 Thread Jerome Glisse
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