Re: [Dri-devel] A few mach64 tests
On 2002.05.28 01:10 Leif Delgass wrote: ... On Tue, 28 May 2002, Bernard Cafarelli wrote: Well, here's my small contribution to the mach64 dev (sorry but I'm FAR away beyond you in programming, especially compared to people like Jose,Leif or Linus :)). Well, I _definitely_ wouldn't put myself in the same class as Linus, but thanks. :) The biggest problem is the learning curve required to get familiar with the DRI structure, but Jose's Developer FAQ is a great starting point. ... Leif words are mine too! In any case the most important is have will to help, and that you do seem to have! Regards, José Fonseca ___ Don't miss the 2002 Sprint PCS Application Developer's Conference August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] A few mach64 tests
First, thanks for your answers, both of you. And now, for some updates: Le Mon, 27 May 2002 20:10:23 -0400 (EDT) Leif Delgass [EMAIL PROTECTED] a écrit: Thanks for the report! Concerning textures: the AGP texturing code is kind of a proof-of-concept and isn't very efficient yet. We need to work on reducing the amount of texture swapping that is happening. You can try AGP 2x, use Option AgpMode 2 in the Device section of XF86Config. Ok it works, glxinfo now says: OpenGL renderer string: Mesa DRI Mach64 20020227 [Rage Pro] AGP 2x x86/MMX/3DNow! and things don't get worse :) Also, I have some code to increase the max texture size exported, but usually an app would refuse to run or use smaller textures if that's the problem. I should resurrect that bit of code. Something you can try to get a feel for what's happening with textures: export this environment var: LIBGL_PERFORMANCE_BOXES=1 Great option! ... I'm guessing that in most of the places where you see slowdowns, you'll see lots of texture swapping (yellow box) and/or the texture upload bars will be long (large texture uploads). Sound problems could be related to this and/or high CPU usage in wait loops? If things get _very_ slow, it's possible that something is requiring software rendering, like GL_BLEND texture environment, but there isn't an easy way to test this, you'd have to look at the app's source or try changing app options. For doom-legacy, the problem seems indeed to be some software rendering firing up, because some rooms are ok, but when there are lights in the room (specular?), it really slows down The first priority is to eliminate lockups. I haven't tried tuxkart, I'll have to check that out. Do you see any messages in the system log? Can you kill the app or kill X? Nothing strange appears in the logs.Ctrl-C in the xterm closes the program (not cliking on the cross). The problem seems to be related with catching the mouse. I'll check with the new version tomorrow (I have the previous version for now). As for celestia, the yellow 'swapping' indicator appears just before celestia hangs. So it does seem it's trying to load new textures (of Earth). As for tuxracer, does it say anything about what it's looking for in the GLX visual that isn't supported? Too bad the problem isn't with version 0.6 (where we could look at the code) but the 1.1 commercial version. There's no debug (or help option), so there's only the lines: %%% tuxracer warning: Failed to set video mode Couldn't find matching GLX visual *** tuxracer error: Couldn't initialize video: Couldn't find matching GLX visual (Success) Also, I never get to see blue bars (ie AGP) with the PERFORMANCE_BOXES option: is it normal (agpgart module is loaded), ie local means already loaded in the card memory? -- Bernard Cafarelli aka Voyageur ICQ:66024647 Thanks for your answers, both of you. And now, for some updates: Le Mon, 27 May 2002 20:10:23 -0400 (EDT) Leif Delgass [EMAIL PROTECTED] a écrit: Thanks for the report! Concerning textures: the AGP texturing code is kind of a proof-of-concept and isn't very efficient yet. We need to work on reducing the amount of texture swapping that is happening. You can try AGP 2x, use Option AgpMode 2 in the Device section of XF86Config. Ok it works, glxinfo now says: OpenGL renderer string: Mesa DRI Mach64 20020227 [Rage Pro] AGP 2x x86/MMX/3DNow! and things don't get worse :) Also, I have some code to increase the max texture size exported, but usually an app would refuse to run or use smaller textures if that's the problem. I should resurrect that bit of code. Something you can try to get a feel for what's happening with textures: export this environment var: LIBGL_PERFORMANCE_BOXES=1 Great option! ... I'm guessing that in most of the places where you see slowdowns, you'll see lots of texture swapping (yellow box) and/or the texture upload bars will be long (large texture uploads). Sound problems could be related to this and/or high CPU usage in wait loops? If things get _very_ slow, it's possible that something is requiring software rendering, like GL_BLEND texture environment, but there isn't an easy way to test this, you'd have to look at the app's source or try changing app options. For doom-legacy, the problem seems indeed to be some software rendering firing up, because some rooms are ok, but when there are lights in the room (specular?), it really slows down The first priority is to eliminate lockups. I haven't tried tuxkart, I'll have to check that out. Do you see any messages in the system log? Can you kill the app or kill X? Nothing strange appears in the logs.Ctrl-C in the xterm closes the program (not cliking on the cross). The
[Dri-devel] A few mach64 tests
Well, here's my small contribution to the mach64 dev (sorry but I'm FAR away beyond you in programming, especially compared to people like Jose,Leif or Linus :)). So with mach64-0-0-4-branch checked out and compiled monday morning (french time), a Mobility M1 with 8Mo, athlon-4 900Mhz, running at 1024x768:16 most of the time. To sum it up: nice work! Too bad the new Tuxracer won't work (I was planning to buy it). Maybe the big texture problem can be interesting to look up. Now more details and some facts: -lspci says: 01:00.0 VGA compatible controller: ATI Technologies Inc Rage Mobility P/M AGP 2x (rev 64) (prog-if 00 [VGA]) Subsystem: Compaq Computer Corporation: Unknown device 005f Flags: bus master, stepping, medium devsel, latency 66, IRQ 9 Memory at f500 (32-bit, non-prefetchable) [size=16M] I/O ports at 9000 [size=256] Memory at f410 (32-bit, non-prefetchable) [size=4K] Expansion ROM at unassigned [disabled] [size=128K] Capabilities: [50] AGP version 1.0 Capabilities: [5c] Power Management version 1 -glxinfo says: name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context client glx vendor string: SGI client glx version string: 1.2 client glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context GLX extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context OpenGL vendor string: Gareth Hughes OpenGL renderer string: Mesa DRI Mach64 20020227 [Rage Pro] AGP 1x x86/MMX/3DNow! OpenGL version string: 1.2 Mesa 4.0.2 OpenGL extensions: GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_transpose_matrix, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, GL_EXT_convolution, GL_EXT_compiled_vertex_array, GL_EXT_histogram, GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_texture3D, GL_EXT_texture_object, GL_EXT_vertex_array, GL_IBM_rasterpos_clip, GL_MESA_window_pos, GL_NV_texgen_reflection, GL_SGI_color_matrix, GL_SGI_color_table glu version: 1.3 glu extensions: GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess Visual ID: 23 depth=16 class=TrueColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=0 accum: redSize=0 greenSize=0 blueSize=0 alphaSize=0 multiSample=0 multiSampleBuffers=0 visualCaveat=None Opaque. Visual ID: 24 depth=16 class=TrueColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=8 accum: redSize=0 greenSize=0 blueSize=0 alphaSize=0 multiSample=0 multiSampleBuffers=0 visualCaveat=Slow Opaque. Visual ID: 25 depth=16 class=TrueColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=0 accum: redSize=16 greenSize=16 blueSize=16 alphaSize=0 multiSample=0 multiSampleBuffers=0 visualCaveat=Slow Opaque. Visual ID: 26 depth=16 class=TrueColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=8 accum: redSize=16 greenSize=16 blueSize=16 alphaSize=0 multiSample=0 multiSampleBuffers=0 visualCaveat=Slow Opaque. Visual ID: 27 depth=16 class=DirectColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=0 accum: redSize=0 greenSize=0 blueSize=0 alphaSize=0 multiSample=0 multiSampleBuffers=0 visualCaveat=None Opaque. Visual ID: 28 depth=16 class=DirectColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=8 accum: redSize=0 greenSize=0 blueSize=0 alphaSize=0 multiSample=0 multiSampleBuffers=0 visualCaveat=Slow Opaque. Visual ID: 29 depth=16 class=DirectColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=0 accum: redSize=16 greenSize=16 blueSize=16 alphaSize=0 multiSample=0 multiSampleBuffers=0 visualCaveat=Slow Opaque. Visual ID: 2a depth=16 class=DirectColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=8 accum: redSize=16 greenSize=16 blueSize=16
Re: [Dri-devel] A few mach64 tests
Thanks for the report! Concerning textures: the AGP texturing code is kind of a proof-of-concept and isn't very efficient yet. We need to work on reducing the amount of texture swapping that is happening. You can try AGP 2x, use Option AgpMode 2 in the Device section of XF86Config. Also, I have some code to increase the max texture size exported, but usually an app would refuse to run or use smaller textures if that's the problem. I should resurrect that bit of code. Something you can try to get a feel for what's happening with textures: export this environment var: LIBGL_PERFORMANCE_BOXES=1 You'll get some colored boxes and bars in the upper left corner of the GL window: From left to right: - A red box means glFinish was called to wait for rendering to complete. - A short bar showing approx. ratio of AGP/local textures used for a frame (AGP - blue, local - purple) - based on number of textures bound to the texture units, not size. - A yellow box means texture(s) were swapped during the frame - Then a split bar for texture uploads, AGP and local (same colors as above), based on size of the uploads. - On another row, a pink-ish bar for number of DMA buffers used. Note that many buffers are sent partially filled, so this is only an approximation of the size of data. I'm guessing that in most of the places where you see slowdowns, you'll see lots of texture swapping (yellow box) and/or the texture upload bars will be long (large texture uploads). Sound problems could be related to this and/or high CPU usage in wait loops? If things get _very_ slow, it's possible that something is requiring software rendering, like GL_BLEND texture environment, but there isn't an easy way to test this, you'd have to look at the app's source or try changing app options. The first priority is to eliminate lockups. I haven't tried tuxkart, I'll have to check that out. Do you see any messages in the system log? Can you kill the app or kill X? As for tuxracer, does it say anything about what it's looking for in the GLX visual that isn't supported? On Tue, 28 May 2002, Bernard Cafarelli wrote: Well, here's my small contribution to the mach64 dev (sorry but I'm FAR away beyond you in programming, especially compared to people like Jose,Leif or Linus :)). Well, I _definitely_ wouldn't put myself in the same class as Linus, but thanks. :) The biggest problem is the learning curve required to get familiar with the DRI structure, but Jose's Developer FAQ is a great starting point. So with mach64-0-0-4-branch checked out and compiled monday morning (french time), a Mobility M1 with 8Mo, athlon-4 900Mhz, running at 1024x768:16 most of the time. To sum it up: nice work! Too bad the new Tuxracer won't work (I was planning to buy it). Maybe the big texture problem can be interesting to look up. Now more details and some facts: -lspci says: 01:00.0 VGA compatible controller: ATI Technologies Inc Rage Mobility P/M AGP 2x (rev 64) (prog-if 00 [VGA]) Subsystem: Compaq Computer Corporation: Unknown device 005f Flags: bus master, stepping, medium devsel, latency 66, IRQ 9 Memory at f500 (32-bit, non-prefetchable) [size=16M] I/O ports at 9000 [size=256] Memory at f410 (32-bit, non-prefetchable) [size=4K] Expansion ROM at unassigned [disabled] [size=128K] Capabilities: [50] AGP version 1.0 Capabilities: [5c] Power Management version 1 -glxinfo says: name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context client glx vendor string: SGI client glx version string: 1.2 client glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context GLX extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context OpenGL vendor string: Gareth Hughes OpenGL renderer string: Mesa DRI Mach64 20020227 [Rage Pro] AGP 1x x86/MMX/3DNow! OpenGL version string: 1.2 Mesa 4.0.2 OpenGL extensions: GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_transpose_matrix, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, GL_EXT_convolution, GL_EXT_compiled_vertex_array, GL_EXT_histogram, GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_texture3D, GL_EXT_texture_object, GL_EXT_vertex_array, GL_IBM_rasterpos_clip, GL_MESA_window_pos, GL_NV_texgen_reflection, GL_SGI_color_matrix, GL_SGI_color_table glu version: 1.3 glu extensions: GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess Visual ID: 23 depth=16 class=TrueColor bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0 rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0 auxBuffers=0 depthSize=16 stencilSize=0 accum: