On Mon, 31 Mar 2014 22:15:10 +0200 "Lucian Strombach" <lucia...@gmx.net> said:
> > Hello, > > I have been testing the new E18 on my notebook, which has an Intel GMA 3150 > graphics chip, and it is terribly slow. I have been searching for a > solution on Google but all I found was this: get a new laptop without as poor a gpu. sorry - the 3150 is the most bizarre gpu out there in regards to shaders, and it'll die and never be seen again. it's already old and diminishing. you can use software compositing if you want to. your gpu is just bizarre. i know it. i have one here too and i have no plans to do anything but hope a gpu like the 3150 never again sees the light of day. even the most primitive gles2 embedded gpus preceding the gma3150 are better. they do hw vertex shaders. the 3150 just simply is slow because it does hw fragment shaders but software emulated vertex shaders. ask intel to optimize software vertex shader fallback if you want it faster (you'll likely get a "no" response), but evas's code was built on the premise that when you do shaders in hardware... you do BOTH vertex and fragment, not just one, and frankly that is the premise opengl was built on too (as vertex shaders directly pass data to fragment shaders). the moment an opengl driver starts to fall back to software in one way or another, performance is guanteed to sooner or later take a massive dive. evas generates lots of geometry because it's cheap to do so... when your hw implements vertex shaders. it saves memory to do on-the-fly composition as well. > On Sun, 1 Dec 2013 19:29:49 -0600 Jeff Hoogland <JeffHoogland@...> said: > > > It is in fact the 3150 > > THAT would be your problem then. that gpu is the black sheep of the intel gpu > family. it's "half accelerated". it has a hw fragment shader but NOT a hw > vertex shader. it is the ONLY gpu i know of that does this. they either have > both, or none. in the case of none - evas gl engine fails to init. :) what you > see if intel's driver using a software fallback vertex shader emulation. > > there isn't much to be done here. the difference between e17 and e18 is that > e18 exposes more geometry to the gpu. in all cases except the 3150, this is in > fact highly efficient and saves memory and overhead. the whole reason you can > now do shaped borders with no extra "major cost" in e18 is because we do this. > > even keith packard advises to ignore that gpu and pretend it never existed. :) > and he works at intel. :) > > > Basically, I am wondering if there is some way of limiting the geometry, > and not completely disabling OpenGL, maybe some intel patch, I am not very > savvy in OpenGL or E so basically I wouldn't know where to start looking to > make such a patch. As I saw E is a window manager that tries to be light and > well, it is basically for older/less powerfull computers (as I understand, > and the reason I started using it), and a lot of notebooks are using this > GMA 3150 chipset, so I think it would be a shame if this problem is simply > ignored. > > Here is a list of notebooks using this card (all Atom Pineview N4XX, D4XX, > N5XX, D5XX use it, basically everything Intel Atom based from 2008 to > 2011): > > http://www.notebookcheck.net/Intel-Graphics-Media-Accelerator-3150.23264.0.h > tml > http://en.wikipedia.org/wiki/Intel_Atom_(CPU) > > > Regards > ------------------------------------------------------------------------------ > _______________________________________________ > enlightenment-devel mailing list > enlightenment-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > -- ------------- Codito, ergo sum - "I code, therefore I am" -------------- The Rasterman (Carsten Haitzler) ras...@rasterman.com ------------------------------------------------------------------------------ _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel