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AMD's R300 Gallium3D Driver Is Looking Good For 2011

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  • #91
    Originally posted by pejakm View Post
    Agreed. A simple export command on the command line makes a difference will a windows game work or not. I still have to use classic driver, wine games simply do not work with gallium.
    Thats not True in case of r300g/r500(UXGA T60p). Classic(or even UMS) is much more slower in most games, especially wine(except Ignition). Even CS:Source Video Stresstest run smoothly in Gallium at 1600x1200. UT2K4 also works really good. The only problem is tce, when I were forced to go to 1115x864 to get ~50fps and no lags in action.
    Maybe you miscofnigured wine, or its old? OR you dont have Mesa from master and kernel from drm-radoen-testing?

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    • #92
      Using drm-radeon-testing no longer makes sense for r300g, there's not much r300-related work, if any. The kernel 2.6.36 should perform well for most users. Running Mesa from master is still recommended because there are some critical r300/compiler fixes from Tom Stellard.

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      • #93
        oh, well

        Originally posted by marek View Post
        Using drm-radeon-testing no longer makes sense for r300g, there's not much r300-related work, if any. The kernel 2.6.36 should perform well for most users. Running Mesa from master is still recommended because there are some critical r300/compiler fixes from Tom Stellard.
        So, that's mean no more HUGE performance boost in future for r300g series? Only +/- and some bug fix?

        P.S. Guess this http://www.x.org/wiki/RadeonFeature table is outdated.

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        • #94
          he said that there isn't much r300-related work in DRM. There's plenty of work to be done in userspace (mesa).

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          • #95
            Originally posted by 69acid69 View Post
            Guess this http://www.x.org/wiki/RadeonFeature table is outdated.
            What's outdated about it? It looks up to date to me.

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            • #96
              It's missing the new Northern Islands family. I'm adding it now

              EDIT - done... I ended up combining the 6xx and 7xx columns since the two families pretty much always have the same features.

              The choice between TODO and WIP was pretty arbitrary.

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              • #97
                Originally posted by agd5f View Post
                What's outdated about it? It looks up to date to me.
                What about 3D features for r600-eg? Why is it not yet done?
                MSAA still wip, but I don't think anybody is working on it. Why not Mostly, btw?
                Tiling is at least wip for eg, potentially Mostly for r600-eg.
                Plus r900 or southern/northern (whichever turned out to be the real name) island is completely missing.

                These came to mind but I might be wrong on any/all of them.

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                • #98
                  Bridgman beat me to it, as usual. :P

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                  • #99
                    Originally posted by HokTar View Post
                    What about 3D features for r600-eg? Why is it not yet done?
                    The main problem here IMO is that we don't really have agreement on exactly where the line is between "MOSTLY" and "DONE". My guess is that the move to "DONE" will happen when 600g becomes default in master.

                    Originally posted by HokTar View Post
                    MSAA still wip, but I don't think anybody is working on it. Why not Mostly, btw?
                    Mostly implies generally available and working in master, albeit with bugs. I didn't think MSAA was at that point yet, is it ?

                    Originally posted by HokTar View Post
                    Tiling is at least wip for eg, potentially Mostly for r600-eg.
                    IIRC Colour Tiling is DONE but Texture Tiling is still WIP. Not 100% sure though...

                    Originally posted by HokTar View Post
                    Plus r900 or southern/northern (whichever turned out to be the real name) island is completely missing.
                    Hey, I can fix that one

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                    • Concerning MSAA, it's been implemented in r300g but no work has been done for it in the Mesa core so it's completely untested. There are two missing parts:
                      - EXT_framebuffer_multisample: MSAA through this extension should be easy to implement.
                      - Multisampled front and back buffers: No idea what needs to be done here.

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                      • Originally posted by bridgman View Post
                        I ended up combining the 6xx and 7xx columns since the two families pretty much always have the same features.
                        Isn't it the same case for R400/R500?

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                        • Not to the same extent. The r5xx family was the first to have the Avivo display pipe (significantly different programming from 4xx, no TV-out functionality in the overlay etc..) and it introduced a new fragment shader instruction set.

                          There are differences between 6xx/7xx but they are smaller by comparison. We also implemented support for the two generations at the same time and mostly in the same code, which makes their level of support more likely to track.

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                          • What's the status of r300g Hyper-Z? In the wiki is marked as MOSTLY (gallium), however it's disabled by default and when forcing it with RADEON_HYPERZ=1 it shows random patches in sauerbraten and other games (this is with my RV530, mesa from git, kernel 2.6.36).

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                            • I think that fits the definition of MOSTLY ("working but with bugs", implying "more and/or more serious bugs than the rest of the code"), doesn't it ?

                              Are you suggesting that the definition for MOSTLY should also include "enabled by default in master" rather than the unwritten "in master" rule used today ? I'm not necessarily disagreeing, just asking.

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                              • I'd prefer to see it properly fixed in mesa .

                                However it's OK with me leaving it with MOSTLY. Also I just added S3TC status to the wiki.

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