Re: [VirtualGL-Devel] Detecting VGL display, was: Re: Detecting when running under VirtualGL

2012-04-26 Thread Stefan Eilemann
On 26. Apr 2012, at 22:52, DRC wrote: > getenv("VGL_DISPLAY") doesn't work? Perfect! I didn't think that 'vglrun -d' will set VGL_DISPLAY. Now our GPU discovery code supports VirtualGL detection: type GLX hostname node12.local. session default port 0 device 0 viewport [0 0 1920 1200

[VirtualGL-Devel] Detecting VGL display, was: Re: Detecting when running under VirtualGL

2012-04-26 Thread Stefan Eilemann
Hi, I'm reheating this topic since I finally get around to implement this. In addition to detecting whether or not I run under VGL (solved below), I also need to know which display is used by VGL to redirect the GL rendering to. >From what I understand, this is determined by: - default :0.0 -

Re: [VirtualGL-Devel] [ virtualgl-Bugs-3463913 ] Multi-GPU compatibility

2011-12-23 Thread Stefan Eilemann
On 23. Dec 2011, at 16:22, DRC wrote: > However, if you're calling glXMakeCurrent() on non-visible windows > (why?), then that would explain the behavior you're seeing. Each Eq render thread has its own display connection and GL context. Off-screen FBO windows need to call glXMakeCurrent, which

Re: [VirtualGL-Devel] Detecting when running under VirtualGL

2011-12-23 Thread Stefan Eilemann
On 23. Dec 2011, at 15:59, DRC wrote: > I still am not understanding why you would need the app to behave > differently if VirtualGL is present. If it's using Pbuffers/FBO's for > the subrenderers, then where/why is the "extra readback" occurring? My server is a 3-GPU system. When running with

[VirtualGL-Devel] Fwd: [ virtualgl-Bugs-3463913 ] Multi-GPU compatibility

2011-12-23 Thread Stefan Eilemann
Hi DRC, Since I cant comment on a closed bug, I'll do it here: Begin forwarded message: > Initial Comment: > Not sure if it's a bug, but: > > I have an application using multiple GPUs. There are nGPU + 1 display > connections. The nGPU ones use :0.n, and the +1 uses the ssh X11 forwarding > (

Re: [VirtualGL-Devel] Detecting when running under VirtualGL

2011-12-23 Thread Stefan Eilemann
On 22. Dec 2011, at 17:51, DRC wrote: >> Setup is a 3-GPU 'VGL-served' machine. With VGL present, I want: >> >> - two offscreen renderers using :0.1 and :0.2 contributing to: >> - one on-screen renderer rendering and assembling :0.1 and :0.2 using the >> forwarded DISPLAY (:10.0, redirected to

Re: [VirtualGL-Devel] Detecting when running under VirtualGL

2011-12-23 Thread Stefan Eilemann
Thanks Guys, for your detailed insight. I'll be going with the GLX_VENDOR route since I have temporary display connections anyways to probe for available GPUs. Cheers, Stefan. -- http://www.eyescale.ch http://www.equalizergraphics.com http://www.linkedin.com/in/eilemann --

Re: [VirtualGL-Devel] Detecting when running under VirtualGL

2011-12-22 Thread Stefan Eilemann
Hi, On 22. Dec 2011, at 16:52, DRC wrote: > It's not documented, but you could leverage the autotest mechanism [...] That wouldn't work, because I need this information to build my (multi-GPU) configuration. > If you need to know of VGL's existence prior to that, you'd have to look > at the va

Re: [VirtualGL-Devel] Detecting when running under VirtualGL

2011-12-22 Thread Stefan Eilemann
On 22. Dec 2011, at 15:58, Shanon Loughton wrote: > >From one of my discussions with DRC: > > An easy way to verify > whether VirtualGL is engaged is to set VGL_LOGO=1 in the environment. > This will display a "VGL" logo in the bottom right of the OpenGL > rendering area if VGL is active. I nee

[VirtualGL-Devel] Detecting when running under VirtualGL

2011-12-22 Thread Stefan Eilemann
Hello, I need to detect within a C++ program whether or not I'm running under VirtualGL, to enable certain optimizations. What is the recommended way to do this? Cheers, Stefan. -- http://www.eyescale.ch http://www.equalizergraphics.com http://www.linkedin.com/in/eilemann --