Originally posted by bridgman
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ATI's Gallium3D Driver Is Still Playing Catch-Up
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sorry if this is kind of a stupid question
the mesa/gallium3d drivers is trying to do the same as radeon, radeonhd and so on?
if yes: why are there so many projekts trying to do pretty much the same?
and whats the difference between the mesa/gallium3d stuff and radeon(hd)
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Originally posted by EvilTwin View Postsorry if this is kind of a stupid question
the mesa/gallium3d drivers is trying to do the same as radeon, radeonhd and so on?
if yes: why are there so many projekts trying to do pretty much the same?
and whats the difference between the mesa/gallium3d stuff and radeon(hd)
OpenGL driver radeon classic or gallium
DDX driver only accelerate X11 rendering it doesn't provide GL acceleration of any kind. The OpenGL driver provide OpenGL acceleration on top of a DDX driver, thought with gallium a gallium driver can also replace the DDX.
So no mesa/gallium aren't duplicate effort.
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I haven't noticed any improvement with ColorTiling enabled
Originally posted by airlied View PostI think the final speeds up in order of when they'll get done look like won't be driver code optimisations as much as gpu feature usage:
1. Color tiling - need to enable by default and fix regressions
This is with my RV350 (Radeon 9550).
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Originally posted by MostAwesomeDude View PostThe reason that we avoided stipples is a combination of not many apps using it and the fact that we don't have it working in HW yet. I'll put more effort towards it and see if we can get something working soon.
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Originally posted by phoronix View PostPhoronix: ATI's Gallium3D Driver Is Still Playing Catch-Up
Yesterday we delivered benchmarks showing how the open-source ATI Radeon graphics driver stack in Ubuntu 10.04 is comparing to older releases of the proprietary ATI Catalyst Linux driver. Sadly, the latest open-source ATI driver still is no match even for a two or four-year-old proprietary driver from ATI/AMD, but that is with the classic Mesa DRI driver. To yesterday's results we have now added in our results from ATI's Gallium3D (R300g) driver using a Mesa 7.9-devel Git snapshot from yesterday to see how this runs against the older Catalyst drivers.
http://www.phoronix.com/vr.php?view=14757
Are you sure the game is run the exact same way? The newer fglrx has more opengl support ..2.0 vs.. 1.X?
Warsow might enable more gfx features because the driver exports opengl 2.0. Or even use a completely different render pipe that requires opengl 2.0.
This would ofcourse skew benchmarking.
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blender
Originally posted by MostAwesomeDude View PostI do Blender. I'm kind of fail at it, but I can do some simple stuff.
The reason that we avoided stipples is a combination of not many apps using it and the fact that we don't have it working in HW yet. I'll put more effort towards it and see if we can get something working soon.
As far as large vert counts go, we do just fine on that front; if you've got a real-world problem there, let us know.
You might get as much information about the strengths and weaknesses of blenders data handling and rendering, but that would be kind of win-win too.
I wonder what that might look like.
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