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RadeonSI Compute Shaders Land In Mesa Git

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  • #51
    Cool!
    Anyone here owning an AMD card to test the famous 64KB OpenGL4.3 demo (https://www.phoronix.com/scan.php?pa...tem&px=MTY2ODc) with the open source drivers?

    If Wine manages to run this demo, I'd be interested to know the results.

    Comment


    • #52
      Originally posted by Eliasvan View Post
      Cool!
      Anyone here owning an AMD card to test the famous 64KB OpenGL4.3 demo (https://www.phoronix.com/scan.php?pa...tem&px=MTY2ODc) with the open source drivers?
      Same with intel and radeonsi:
      Code:
      [FONT=monospace][COLOR=#000000]Unhandled exception: page fault on read access to 0x00000000 in 32-bit code (0xf69e665f). [/COLOR]
      err:dbghelp_msc:pe_load_debug_directory Got a page fault while loading symbols
      Register dump:
      CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
      EIP:f69e665f ESP:0033f970 EBP:0033fb68 EFLAGS:00210246(  R- --  I  Z- -P- )
      EAX:00000000 EBX:f6a2e000 ECX:ffffffff EDX:ffffffff
      ESI:00000000 EDI:00000000
      Stack dump:
      0x0033f970:  00001f03 7dc82c18 7dc82c18 00000000
      0x0033f980:  00110014 7bce7000 0033fa08 7bc54951
      0x0033f990:  0033f9b0 f715a000 4d430003 ffffffff
      0x0033f9a0:  0033f9cc 00000000 7dd9af6c 00000110
      0x0033f9b0:  09800062 00000000 7dc82c18 7dc812f0
      0x0033f9c0:  0033f9e0 7bce7000 0033fb88 00000004
      Backtrace:
      =>0 0xf69e665f in winex11 (+0x3665f) (0x0033fb68)
       1 0xf69e9675 in winex11 (+0x39674) (0x0033fb78)
       2 0xf69d8ccd in winex11 (+0x28ccc) (0x0033fb98)
       3 0xf70c9c9f in gdi32 (+0x19c9e) (0x0033fbb8)
       4 0xf71208be __wine_get_wgl_driver+0x5d() in gdi32 (0x0033fbe8)
       5 0x7a8b1235 wglDescribePixelFormat+0x44() in opengl32 (0x0033fc38)
       6 0x7a8b12c1 wglChoosePixelFormat+0x50() in opengl32 (0x0033fcd8)
       7 0xf7120922 ChoosePixelFormat+0x41() in gdi32 (0x0033fd18)
       8 0x0040149a in timeless (+0x21499) (0x0033fe28)
       9 0x004015e7 in timeless (+0x215e6) (0x093c18f2)
       10 0x003fdb68 in timeless (+0x1db67) (0x003fdaba)
       11 0x0c181c10 (0x08081004)
      0xf69e665f: repne scasb %es:(%edi)[/FONT]
      Not sure if it's wine or the application, but it's using the compatibility profile. Funny thing is, when not using the mesa version override, then the shaders fail to compile and it actually starts, but obviously doesn't display anything useful: https://www.youtube.com/watch?v=55rtVqKHsfA
      Last edited by haagch; 27 April 2016, 06:42 PM.

      Comment


      • #53
        Originally posted by haagch View Post
        Not sure if it's wine or the application, but it's using the compatibility profile.
        Hmm... someone needs to have a word with the developers... compatibility profiles are a dead end for gaming (and for everything else IMO although there is less agreement there).

        EDIT - hold on, you're talking about that 64K demo... a little less black & white because taking a chance on compatibility profiles *might* have saved them a bit of space.
        Test signature

        Comment


        • #54
          Unfortunately it still happens all the time.

          The worst is when there is core profile support, but it is guarded with #ifdef __APPLE__... E.g. OSVR render manager: https://github.com/sensics/OSVR-Rend....cpp#L282-L287

          Well, https://github.com/sensics/OSVR-RenderManager/issues/68

          Comment


          • #55
            Originally posted by haagch View Post
            Same with intel and radeonsi:
            Code:
            [FONT=monospace][COLOR=#000000]Unhandled exception: page fault on read access to 0x00000000 in 32-bit code (0xf69e665f). [/COLOR]
            err:dbghelp_msc:pe_load_debug_directory Got a page fault while loading symbols
            Register dump:
            CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
            EIP:f69e665f ESP:0033f970 EBP:0033fb68 EFLAGS:00210246( R- -- I Z- -P- )
            EAX:00000000 EBX:f6a2e000 ECX:ffffffff EDX:ffffffff
            ESI:00000000 EDI:00000000
            Stack dump:
            0x0033f970: 00001f03 7dc82c18 7dc82c18 00000000
            0x0033f980: 00110014 7bce7000 0033fa08 7bc54951
            0x0033f990: 0033f9b0 f715a000 4d430003 ffffffff
            0x0033f9a0: 0033f9cc 00000000 7dd9af6c 00000110
            0x0033f9b0: 09800062 00000000 7dc82c18 7dc812f0
            0x0033f9c0: 0033f9e0 7bce7000 0033fb88 00000004
            Backtrace:
            =>0 0xf69e665f in winex11 (+0x3665f) (0x0033fb68)
            1 0xf69e9675 in winex11 (+0x39674) (0x0033fb78)
            2 0xf69d8ccd in winex11 (+0x28ccc) (0x0033fb98)
            3 0xf70c9c9f in gdi32 (+0x19c9e) (0x0033fbb8)
            4 0xf71208be __wine_get_wgl_driver+0x5d() in gdi32 (0x0033fbe8)
            5 0x7a8b1235 wglDescribePixelFormat+0x44() in opengl32 (0x0033fc38)
            6 0x7a8b12c1 wglChoosePixelFormat+0x50() in opengl32 (0x0033fcd8)
            7 0xf7120922 ChoosePixelFormat+0x41() in gdi32 (0x0033fd18)
            8 0x0040149a in timeless (+0x21499) (0x0033fe28)
            9 0x004015e7 in timeless (+0x215e6) (0x093c18f2)
            10 0x003fdb68 in timeless (+0x1db67) (0x003fdaba)
            11 0x0c181c10 (0x08081004)
            0xf69e665f: repne scasb %es:(%edi)[/FONT]
            Not sure if it's wine or the application, but it's using the compatibility profile. Funny thing is, when not using the mesa version override, then the shaders fail to compile and it actually starts, but obviously doesn't display anything useful: https://www.youtube.com/watch?v=55rtVqKHsfA
            Thanks for testing this!
            At least the music plays nicely ;-)


            Originally posted by bridgman View Post

            Hmm... someone needs to have a word with the developers... compatibility profiles are a dead end for gaming (and for everything else IMO although there is less agreement there).

            EDIT - hold on, you're talking about that 64K demo... a little less black & white because taking a chance on compatibility profiles *might* have saved them a bit of space.
            Does this mean that, without modifications to the 64KB binary, this demo will never be able to be run on Mesa?

            Comment


            • #56
              Originally posted by geearf View Post
              I've been playing a bit of Mordor, and it plays fine on Ultra.... not sure what my fps are, but since it seems good enough I have not checked.
              I did not expect that at all..
              So a little update.
              I was wrong, I was playing in between High and Ultra, when I switched from High to Ultra some stuff required a restart that I didn't do at the time, and the full ultra crashes SOM at times so I went back to High.
              It played about fine apart from 2 stages:
              - One mission where in some location it was quite slow, but just turn around and it's good again.
              - the last boss fight, somehow the stage there was quite sluggish, which made me do it more times than needed.

              Comment


              • #57
                Originally posted by Eliasvan View Post
                Does this mean that, without modifications to the 64KB binary, this demo will never be able to be run on Mesa?
                That's off past the end of my OpenGL knowledge. If the demo just happens to be asking for a compatibility profile (which AFAIK Mesa will not provide) but isn't actually using any deprecated functions then it *might* work... not sure unfortunately.
                Test signature

                Comment


                • #58
                  Originally posted by Eliasvan View Post
                  Cool!
                  Anyone here owning an AMD card to test the famous 64KB OpenGL4.3 demo (https://www.phoronix.com/scan.php?pa...tem&px=MTY2ODc) with the open source drivers?

                  If Wine manages to run this demo, I'd be interested to know the results.
                  i manage to run demo with enabling compatiblity profile on radeonsi
                  i run with MESA_GL_VERSION_OVERRIDE=4.3COMPAT MESA_GLSL_VERSION_OVERRIDE=430
                  Last edited by osmotr; 03 May 2016, 07:20 PM.

                  Comment


                  • #59
                    Originally posted by osmotr View Post
                    i run with MESA_GL_VERSION_OVERRIDE=4.3COMPAT
                    Oh cool, I did not know that 4.3 and 4.3COMPAT have different effects. With 4.3COMPAT it also runs for me.

                    Video with some gallium hud info:


                    Low FPS, but interesting that GPU usage is at 100% all the time and no buffer wait time, so I guess it runs with "good" performance.

                    Anyway, that all is in 64k? Even with heavy procedural generation that's not something you'd think is possible. Wow.

                    Edit: Oh, one of the shaders fails to compile: https://gist.github.com/ChristophHaa...93aa94fce883da
                    0:36(446): error: no matching function for call to `jl(vec3)'; candidates are:
                    0:36(446): error: float jl(float)

                    Anyone knows if this is valid in GLSL 430?
                    floatjl(infloat c){
                    returnfloat(cu(int(c)))/1.07374e+09-.5;
                    }

                    jl(l.xxy*1439)

                    Sure, it could be defined that the function is called for each of the 3 elements of the vec3 and then returns the results as a vec3, but is it?
                    Last edited by haagch; 04 May 2016, 10:45 AM.

                    Comment

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