Originally posted by ssam
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GCC 4.5 vs. 4.6 On AMD's FX-4100 Bulldozer
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Originally posted by Azpegath View PostHe should be running the latest VDrift (2011-09) instead of the one from 2010-06, perhaps that is a lot better. I've taken the old GLSLValidator from 3DLabs and updated it to compile on a "modern" Linux distribution with wxWidgets 2.8. I was planning on running their shaders through that since it only supports up to GLSL1.2. I tested some of their shaders and some of those fragment shaders failed.
The code/program can be found at https://github.com/AzP/GLSL-Validate/
You may need to get the code from the linux merge, I haven't tested if master still runs on linux, and Aras is mostly win/mac.
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Originally posted by Otus View PostGcc 4.5 already supports FMA4 and XOP, though I'm not sure how well they get used without instrinsics. In any case FMA won't get used without -Ofast/-ffast-math since it changes the results compared to fmul+fadd.
FMA should improve the results of calculations though, as the rounding is delayed. (I know sometimes one prefers worse precision if there is better consistency across different architectures)
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gcc is far from ideal for Bulldozer
Originally posted by Otus View PostGcc 4.5 already supports FMA4 and XOP, though I'm not sure how well they get used without instrinsics. In any case FMA won't get used without -Ofast/-ffast-math since it changes the results compared to fmul+fadd.
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Originally posted by Michael View PostI always welcome Openbenchmarking.org feedback, particularly for user-interface design things as that's not my area expertise.
The lines should wrap now.
Another minor issue, reproducible with both Chromium and Google Chrome version 14.0.835.202, see screenshot: http://dl.dropbox.com/u/239841/openb...hromium_14.png
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Originally posted by pszilard View PostNope! I'd share a document with you, but I don't want to get my butt kicked, so I found some public info on the home page of the Swiss National Supercomputing Center (they are just getting their Interlagos-based Cray XMT shipped ) which covers the most important stuff:
http://user.cscs.ch/news/2011/10/17/...-xop-and-fma4/
Support for the XOP, FMA4, and LWP instruction sets for the AMD Orochi processors are now available with the -mxop, -mfma4, and -mlwp options.
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Originally posted by Azpegath View PostYes they split the packages into src and data, and haven't released a data package for it. Sadly they just seem to want to distribute data via svn since their previous version. I've been trying to get them to release a data tar file matching the source release so we can get an updated package in Gentoo, but the devs doesn't reply on IRC. Their channel is just quiet. I've only tried for 2 whole days, but you'd think that somebody would reply.
There's a bug on the Gentoo bugzilla about it describing the issue furter (https://bugs.gentoo.org/show_bug.cgi?id=351409#c7)
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Originally posted by Azpegath View PostHe should be running the latest VDrift (2011-09) instead of the one from 2010-06, perhaps that is a lot better.
Code:INFO: ----- Start Shader Compile Log for /usr/share/vdrift//shaders/logluminance/fragment.glsl ----- INFO: 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)' 0:35(73): error: type mismatch 0:35(73): error: Operands to arithmetic operators must be numeric INFO: ----- End Shader Compile Log ----- INFO: ----- Start Shader Link Log for /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl ----- INFO: error: linking with uncompiled shader INFO: ----- End Shader Link Log ----- ERROR: Shader compilation failure: /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl ERROR: ERROR: Vertex shader: ERROR: 1 : #version 120 ERROR: 2 : #define _TINY_ ERROR: 3 : #define _SSAO_HIGH_ ERROR: 4 : #define _NORMALMAPS_ ERROR: 5 : #define _SHADOWSHIGH_ ERROR: 6 : #define _CSM3_ ERROR: 7 : #define _CSM2_ ERROR: 8 : #define _SHADOWS_ ERROR: 9 : #define _REFLECTIONDYNAMIC_ ERROR: 10 : #define SCREENRESY 720 ERROR: 11 : #define SCREENRESX 1280 ERROR: 12 : varying vec2 tu0coord; ERROR: 13 : ERROR: 14 : void main() ERROR: 15 : { ERROR: 16 : // Transforming the vertex ERROR: 17 : gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; ERROR: 18 : ERROR: 19 : tu0coord = vec2(gl_MultiTexCoord0); ERROR: 20 : } ERROR: 21 : ERROR: ERROR: Fragment shader: ERROR: 1 : #version 120 ERROR: 2 : #define _TINY_ ERROR: 3 : #define _SSAO_HIGH_ ERROR: 4 : #define _NORMALMAPS_ ERROR: 5 : #define _SHADOWSHIGH_ ERROR: 6 : #define _CSM3_ ERROR: 7 : #define _CSM2_ ERROR: 8 : #define _SHADOWS_ ERROR: 9 : #define _REFLECTIONDYNAMIC_ ERROR: 10 : #define SCREENRESY 720 ERROR: 11 : #define SCREENRESX 1280 ERROR: 12 : varying vec2 tu0coord; ERROR: 13 : ERROR: 14 : uniform sampler2D tu0_2D; ERROR: 15 : ERROR: 16 : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721); ERROR: 17 : const float DELTA = 0.0001; ERROR: 18 : ERROR: 19 : /*const float scale = 0.1; ERROR: 20 : const float offset = 5.; ERROR: 21 : const float timefactor = 0.1; ERROR: 22 : const float scale_tiny = 3.0; ERROR: 23 : const float offset_tiny = -0.12;*/ ERROR: 24 : ERROR: 25 : const float scale = 0.25; ERROR: 26 : const float offset = 2.0; ERROR: 27 : const float timefactor = 0.1; ERROR: 28 : //const float timefactor = 1.0; ERROR: 29 : ERROR: 30 : void main() ERROR: 31 : { ERROR: 32 : #ifdef _TINY_ ERROR: 33 : float lod = 9; ERROR: 34 : //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny; ERROR: 35 : gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r; ERROR: 36 : gl_FragColor.a = timefactor; ERROR: 37 : #else ERROR: 38 : float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb); ERROR: 39 : float logluminance = log(luminance+DELTA); ERROR: 40 : gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale; ERROR: 41 : #endif ERROR: 42 : } ERROR: 43 : ERROR: ERROR: Disabling shaders due to shader loading error
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Originally posted by ChrisXY View PostI tested vdrift a very little bit today on mesa git on HD 6550 mobile. At least one shader failed to compile:
Code:INFO: ----- Start Shader Compile Log for /usr/share/vdrift//shaders/logluminance/fragment.glsl ----- INFO: 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)' 0:35(73): error: type mismatch 0:35(73): error: Operands to arithmetic operators must be numeric INFO: ----- End Shader Compile Log ----- INFO: ----- Start Shader Link Log for /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl ----- INFO: error: linking with uncompiled shader INFO: ----- End Shader Link Log ----- ERROR: Shader compilation failure: /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl ERROR: ERROR: Vertex shader: ERROR: 1 : #version 120 ERROR: 2 : #define _TINY_ ERROR: 3 : #define _SSAO_HIGH_ ERROR: 4 : #define _NORMALMAPS_ ERROR: 5 : #define _SHADOWSHIGH_ ERROR: 6 : #define _CSM3_ ERROR: 7 : #define _CSM2_ ERROR: 8 : #define _SHADOWS_ ERROR: 9 : #define _REFLECTIONDYNAMIC_ ERROR: 10 : #define SCREENRESY 720 ERROR: 11 : #define SCREENRESX 1280 ERROR: 12 : varying vec2 tu0coord; ERROR: 13 : ERROR: 14 : void main() ERROR: 15 : { ERROR: 16 : // Transforming the vertex ERROR: 17 : gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; ERROR: 18 : ERROR: 19 : tu0coord = vec2(gl_MultiTexCoord0); ERROR: 20 : } ERROR: 21 : ERROR: ERROR: Fragment shader: ERROR: 1 : #version 120 ERROR: 2 : #define _TINY_ ERROR: 3 : #define _SSAO_HIGH_ ERROR: 4 : #define _NORMALMAPS_ ERROR: 5 : #define _SHADOWSHIGH_ ERROR: 6 : #define _CSM3_ ERROR: 7 : #define _CSM2_ ERROR: 8 : #define _SHADOWS_ ERROR: 9 : #define _REFLECTIONDYNAMIC_ ERROR: 10 : #define SCREENRESY 720 ERROR: 11 : #define SCREENRESX 1280 ERROR: 12 : varying vec2 tu0coord; ERROR: 13 : ERROR: 14 : uniform sampler2D tu0_2D; ERROR: 15 : ERROR: 16 : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721); ERROR: 17 : const float DELTA = 0.0001; ERROR: 18 : ERROR: 19 : /*const float scale = 0.1; ERROR: 20 : const float offset = 5.; ERROR: 21 : const float timefactor = 0.1; ERROR: 22 : const float scale_tiny = 3.0; ERROR: 23 : const float offset_tiny = -0.12;*/ ERROR: 24 : ERROR: 25 : const float scale = 0.25; ERROR: 26 : const float offset = 2.0; ERROR: 27 : const float timefactor = 0.1; ERROR: 28 : //const float timefactor = 1.0; ERROR: 29 : ERROR: 30 : void main() ERROR: 31 : { ERROR: 32 : #ifdef _TINY_ ERROR: 33 : float lod = 9; ERROR: 34 : //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny; ERROR: 35 : gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r; ERROR: 36 : gl_FragColor.a = timefactor; ERROR: 37 : #else ERROR: 38 : float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb); ERROR: 39 : float logluminance = log(luminance+DELTA); ERROR: 40 : gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale; ERROR: 41 : #endif ERROR: 42 : } ERROR: 43 : ERROR: ERROR: Disabling shaders due to shader loading error
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