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Thread: A New Patch To Improve Radeon Gallium3D Performance

  1. #1
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    Jan 2007
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    Default A New Patch To Improve Radeon Gallium3D Performance

    Phoronix: A New Patch To Improve Radeon Gallium3D Performance

    A new patch has surfaced on the Mesa development list that allows for further performance improvements to the R600 Radeon Gallium3D driver for some OpenGL workloads.

    http://www.phoronix.com/vr.php?view=17560

  2. #2
    Join Date
    May 2007
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    Quote Originally Posted by phoronix View Post
    Phoronix: A New Patch To Improve Radeon Gallium3D Performance

    A new patch has surfaced on the Mesa development list that allows for further performance improvements to the R600 Radeon Gallium3D driver for some OpenGL workloads.

    http://www.phoronix.com/vr.php?view=17560
    There is also a good chance this patch will negate the pcie gen2 boost people see in certain benchmarks (not in others), as there was cases where the depth texture was being sampled from GART instead of VRAM, and thus making GART access faster using gen2 made benchmark like lightsmark faster.

    Doing the depth texturing from VRAM should make it all just work properly

    Of course there may be some benchmarks where gen2 matters still.

    Dave.

  3. #3
    Join Date
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    Nice news.
    http://openbenchmarking.org/result/1...BY-HD6770FLU82
    hd6770 1920x1080
    lightsmark shows 204 fps, without patch 170-180 fps
    heroes of newerth 33 fps, without patch 29-30 fps (36 fps with hyperz patch)
    It would be nice if someone updated the hyperz patch for current mesa master + improve flushed depth texture handling patch

  4. #4
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    This is one of the times that shows where Phoronix has value. Benching several cards and several tests showed it did worse for many benches, which would otherwise have come up much later if at all.

  5. #5
    Join Date
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    Quote Originally Posted by airlied View Post
    There is also a good chance this patch will negate the pcie gen2 boost people see in certain benchmarks (not in others), as there was cases where the depth texture was being sampled from GART instead of VRAM, and thus making GART access faster using gen2 made benchmark like lightsmark faster.

    Doing the depth texturing from VRAM should make it all just work properly

    Of course there may be some benchmarks where gen2 matters still.

    Dave.
    Maybe its time to implement profiles? Just thinking, one can extend driconf to support them and then implement patches as this as a turnable option (just like tiling works) which could be turned on if application has a profile. I think one cannot evade profiles if there are even slightest plans regarding crossfire/multicard anyway.

  6. #6
    Join Date
    Oct 2009
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    per app profile is shit, never implement this shit.

    developers must optimise they code, to work on all hardware, not by profiles with uber optimisation...

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