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R600/700 Mesa Driver Picks Up Blit Support

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  • #16
    What a shame. I was just getting used to the Frames Per Days metric

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    • #17
      Well, in my case (RHD4850, Phenom II, Kwin) 2D now "feels" slightly degraded performance-wise.
      Is it possible that the relatively fast CPU did a better job (for now) than the new blitter implementation?
      Last edited by entropy; 01-16-2010, 12:57 PM.

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      • #18
        Originally posted by entropy View Post
        Well, in my case (RHD4850, Phenom II, Kwin) 2D now "feels" slightly degraded performance-wise.
        Does that mean the relatively fast CPU does a better job (for now) than the current blitter implementation?
        This isn't some magical general speed up for 3D as the article might have you believe. The new code accelerates glCopyTex(Sub)Image, which is fairly specific. Most 3D apps don't use that (reading back from textures) which is why they already run pretty well. If an app makes use of glCopyTex(Sub)Image it would likely have been REALLY slow before blit support. I doubt the new code is used in your case. Other than perhaps tiny copies (where the setup overhead is more than the data copied), using the 3d engine will be faster. Compare gearbox before and after blit support or openarena with bloom enabled. Also, note that the new code is only available with KMS, so it is not used at all with UMS.

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        • #19
          Huge speedup on Quake Live. It's playable again.

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          • #20
            Originally posted by pvtcupcakes View Post
            Huge speedup on Quake Live. It's playable again.
            Great, I was wondering why it has been that slow until now

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            • #21
              Originally posted by agd5f View Post
              The new code accelerates glCopyTex(Sub)Image, which is fairly specific. Most 3D apps don't use that (reading back from textures) which is why they already run pretty well. If an app makes use of glCopyTex(Sub)Image it would likely have been REALLY slow before blit support.
              Would (or could) this be useful for games/apps that want to "manually" draw on top of a rendered scene (notwithstanding whether this is a good idea in general on modern graphics hardware)? I recall a Wine bug report that turned out to be a game doing something like this (to draw a crosshair, of all things) and cratering its FPS as a result.

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              • #22
                Was it System Shock 2 ?

                http://www.phoronix.com/forums/showthread.php?t=19903

                If so, I think the issue was that SS2 running under Wine made heavy use of GLReadPixels and GLDrawPixels to push the entire screen back and forth between system and video memory every frame. I don't think those calls have been accelerated with blit - I think I remember someone mentioning that it might be possible but I don't remember where I saw that.

                I'm not sufficiently familiar with the Wine code to know if the GL calls which *have* been accelerated by blit could be used here instead of the GLReadPixels and GLDrawPixels calls.

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                • #23
                  I believe Wine does use blit. With this patch it's finally possible to see 2D in The Sims 3 inside Wine.

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                  • #24
                    Wow!

                    This commit fixed QuakeLive for me.

                    I thought it was a 32-bit issue and that it was rendering in software, but apparently, the blitting was slowing it down.

                    Now it works like a charm. Great work!

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                    • #25
                      Zajec: what about ... Sims 2?

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                      • #26
                        Originally posted by uzi18 View Post
                        Zajec: what about ... Sims 2?
                        If you ask for real, check http://appdb.winehq.org/objectManage...ation&iId=1942 - unfortunately Wine doesn't run it.

                        If you refer to me playing The Sims 3, well... I don't

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                        • #27
                          I don't play too but ... my sister does.

                          For this r600 blitter ...

                          before:
                          $ glxgears
                          1526 frames in 5.0 seconds = 305.061 FPS
                          1571 frames in 5.0 seconds = 314.045 FPS
                          1563 frames in 5.0 seconds = 312.436 FPS

                          after:
                          $ glxgears
                          14826 frames in 5.0 seconds = 2965.130 FPS
                          15257 frames in 5.0 seconds = 3051.386 FPS
                          12316 frames in 5.0 seconds = 2463.057 FPS
                          14367 frames in 5.0 seconds = 2873.343 FPS
                          15067 frames in 5.0 seconds = 3013.323 FPS
                          14597 frames in 5.0 seconds = 2919.290 FPS

                          looks like avarage 10x faster.
                          World of padman - laggs.

                          $ sudo lspci |grep RV
                          08:00.0 VGA compatible controller: ATI Technologies Inc RV770 [Radeon HD 4850]

                          DDX ati (git/master), Mesa (git/master), kernel 2.6.33-rc1
                          Last edited by uzi18; 01-17-2010, 01:37 PM.

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                          • #28
                            Is this with a compositor ? My dim understanding was that the blit code currently accelerated a couple of texture functions which glxgears didn't use, so presumably the speedup must be happening somewhere else in the stack (eg compositor or something).

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                            • #29
                              No i have disabled (kwin) compositing some time ago (month or two), because after some kms/libdrm/mesa changes it gave me lots of problems.
                              Last edited by uzi18; 01-17-2010, 01:34 PM.

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                              • #30
                                Perhaps the glxgears speed-up is because you were previously using the software renderer ? 300 fps sounds like a typical value for the software renderer to me.

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