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Radeon 3D Performance: Gallium3D vs. Classic Mesa

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  • mattst88
    replied
    Originally posted by MostAwesomeDude View Post
    Didn't know celestia wasn't working. Does bad things here, too. If I don't push a fix in an hour or so, feel free to open a tracking bug.

    Only R500+ have GL 2.x exposed; there's a GSoC idea for fixing that for R300 and R400.
    Ehh...

    Code:
    OpenGL vendor string: X.Org R300 Project
    OpenGL renderer string: Gallium 0.4 on R480
    OpenGL version string: 2.1 Mesa 7.9-devel
    OpenGL shading language version string: 1.20

    Leave a comment:


  • MostAwesomeDude
    replied
    Didn't know celestia wasn't working. Does bad things here, too. If I don't push a fix in an hour or so, feel free to open a tracking bug.

    Only R500+ have GL 2.x exposed; there's a GSoC idea for fixing that for R300 and R400.

    Leave a comment:


  • chrisr
    replied
    Isn't Gallium supposed to be OpenGL 2.1?

    According to glxinfo, I still have OpenGL 1.5:

    Code:
    name of display: :0.0
    display: :0  screen: 0
    direct rendering: Yes
    server glx vendor string: SGI
    server glx version string: 1.4
    server glx extensions:
        GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, 
        GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, 
        GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control, 
        GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
        GLX_SGIX_visual_select_group
    client glx vendor string: Mesa Project and SGI
    client glx version string: 1.4
    client glx extensions:
        GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, 
        GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory, 
        GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control, 
        GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_OML_sync_control, 
        GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, 
        GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
        GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, 
        GLX_INTEL_swap_event
    GLX version: 1.4
    GLX extensions:
        GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, 
        GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, 
        GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method, 
        GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, 
        GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
        GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap
    OpenGL vendor string: X.Org R300 Project
    OpenGL renderer string: Gallium 0.4 on RV350
    OpenGL version string: 1.5 Mesa 7.9-devel
    OpenGL extensions:
        GL_ARB_copy_buffer, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
        GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, 
        GL_ARB_fragment_shader, GL_ARB_map_buffer_range, GL_ARB_multisample, 
        GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, 
        GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, 
        GL_ARB_shader_objects, GL_ARB_shading_language_100, 
        GL_ARB_shading_language_120, GL_ARB_shadow, GL_ARB_texture_border_clamp, 
        GL_ARB_texture_compression, GL_ARB_texture_cube_map, 
        GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
        GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
        GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, 
        GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, 
        GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, 
        GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
        GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, 
        GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
        GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract, 
        GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, 
        GL_EXT_draw_range_elements, GL_EXT_framebuffer_blit, 
        GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, 
        GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, 
        GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
        GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, 
        GL_EXT_secondary_color, GL_EXT_separate_specular_color, 
        GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, 
        GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc, 
        GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
        GL_EXT_texture_env_add, GL_EXT_texture_env_combine, 
        GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, 
        GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, 
        GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, 
        GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_APPLE_packed_pixels, 
        GL_APPLE_vertex_array_object, GL_ATI_blend_equation_separate, 
        GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, 
        GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, 
        GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos, 
        GL_NV_blend_square, GL_NV_light_max_exponent, GL_NV_texture_env_combine4, 
        GL_NV_texture_rectangle, GL_NV_texgen_reflection, GL_OES_read_format, 
        GL_SGI_color_matrix, GL_SGIS_generate_mipmap, 
        GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, 
        GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, GL_S3_s3tc

    Leave a comment:


  • chrisr
    replied
    And the Universe will explode for your pleasure :-)

    Well, "celestia" at any rate:

    Code:
    [drm:radeon_fence_wait] *ERROR* fence(f04020a0:0x00081CC5) 504ms timeout going to reset GPU
    [drm:r300_ga_reset] *ERROR* VAP & CP still busy (RBBM_STATUS=0x84000140)
    [drm] GA reset succeed (RBBM_STATUS=0x00000140)
    [drm] radeon: cp idle (0x10000000)
    [drm] radeon: ring at 0x00000000C8000000
    [drm] ring test succeeded in 0 usecs
    [drm] GPU reset succeed (RBBM_STATUS=0x00000140)
    [drm:radeon_fence_wait] *ERROR* fence(f04020a0:0x00081CC5) 512ms timeout
    [drm:radeon_fence_wait] *ERROR* last signaled fence(0x00081CC5)
    [drm:radeon_fence_wait] *ERROR* fence(f5967900:0x00081CD2) 508ms timeout
    [drm:radeon_fence_wait] *ERROR* last signaled fence(0x00081CD5)
    [drm:radeon_fence_wait] *ERROR* fence(f059d0a0:0x00081CE9) 504ms timeout going to reset GPU
    [drm:r300_ga_reset] *ERROR* VAP & CP still busy (RBBM_STATUS=0x84000140)
    [drm] GA reset succeed (RBBM_STATUS=0x00000140)
    [drm] radeon: cp idle (0x10000000)
    [drm] radeon: ring at 0x00000000C8000000
    [drm] ring test succeeded in 0 usecs
    [drm] GPU reset succeed (RBBM_STATUS=0x00000140)
    [drm:radeon_fence_wait] *ERROR* fence(f059d0a0:0x00081CE9) 512ms timeout
    [drm:radeon_fence_wait] *ERROR* last signaled fence(0x00081CE9)
    [drm:radeon_fence_wait] *ERROR* fence(f0bc4900:0x00081CEC) 492ms timeout
    [drm:radeon_fence_wait] *ERROR* last signaled fence(0x00081CF9)
    [drm:radeon_fence_wait] *ERROR* fence(c4c0b260:0x00081D3F) 504ms timeout going to reset GPU
    [drm:r300_ga_reset] *ERROR* VAP & CP still busy (RBBM_STATUS=0x84000140)
    [drm] GA reset succeed (RBBM_STATUS=0x00000140)
    [drm] radeon: cp idle (0x10000000)
    [drm] radeon: ring at 0x00000000C8000000
    [drm] ring test succeeded in 0 usecs
    [drm] GPU reset succeed (RBBM_STATUS=0x00000140)
    [drm:radeon_fence_wait] *ERROR* fence(c4c0b260:0x00081D3F) 512ms timeout
    [drm:radeon_fence_wait] *ERROR* last signaled fence(0x00081D3F)
    [drm:radeon_fence_wait] *ERROR* fence(c6e62900:0x00081D43) 488ms timeout
    [drm:radeon_fence_wait] *ERROR* last signaled fence(0x00081D4F)
    This was with vanilla 2.6.33.1 and a Radeon 9550 (RV350).

    Leave a comment:


  • chrisr
    replied
    libdrm from git is also required

    Originally posted by MostAwesomeDude View Post
    When you build Mesa with --enable-gallium-radeon, you'll get a radeong_dri.so library.
    There's also the small matter of needing libdrm to define:
    Code:
    #define RADEON_BO_FLAGS_MICRO_TILE_SQUARE 0x20
    That's not in 2.4.18.

    Leave a comment:


  • V!NCENT
    replied
    Hey that was pleasantly unexpected (the results)

    When Gallium3D gets optimized (somewhere in the distant future, right?) then will it be faster than classic Mesa?

    Leave a comment:


  • bugmenot
    replied
    Thanks for the article. It was a good read. I liked the insight it provided along with the numbers too which cleared up many questions I had about the performance.

    Leave a comment:


  • whizse
    replied
    Originally posted by garytr24 View Post
    Easy. Input lag. 1 second/60 frames = 16ms. 1/120 = 8ms. The difference is very noticeable, ask any decent musician or pro player.

    Why should I wait 16ms for my shot to fire when I can wait 8ms... I'll hear it and it'll get sent to the server sooner, even if I don't see it that fast.
    I'm guessing the amount of pro players here are pretty small

    Leave a comment:


  • admax88
    replied
    Thanks for providing some developer insight rather than just a fuck ton of numbers like the benchmarks usually are. This actually made for an interesting read.

    I have one suggestion though, could you pick colours that are easier to distinguish. I have a very difficult time figuring out which line is which driver. Could be because i'm dichromatic (red/green colour blind). Maybe make one line a bright colour and the other a darker.

    Leave a comment:


  • MostAwesomeDude
    replied
    As Michael said, the constant framerate is probably due to syscall overhead. Dave pushed a handful of things that should amortize that a bit, and there's still more optimizations that could be done.

    Leave a comment:

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