I'm really looking forward to buying a new AMD GPU later this year or in early 2017. Time to upgrade my old 6870! I hope Zen is nice, then I'll buy AMD CPU+Mobo+GPU and some new memory. Otherwise its Intel CPU+Mobo and AMD GPU.
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RadeonSI Now Officially At OpenGL 4.2 Compliance
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Originally posted by Kemosabe View PostI need a laptop for work. If there were only a healthy market for AMD laptops!
Now i need to take an intel based solution and dump around with opengl 3.3 ..Last edited by artivision; 13 April 2016, 08:48 AM.
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Originally posted by Kristian Joensen View Post
As far as I can tell that adds 13 extensions, right? What about the Android Extension Pack? Where they in addition to OpenGL ES 3.2 or included in ES 3.2?
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Originally posted by Pontostroy View PostNow we have all for opengl 4.3 and Alien: Isolation
https://www.youtube.com/watch?v=ZoAxC2tnocA
But maybe it was because I was too careless in merging the compute shader branch to mesa master.
I'm trying again now, but I still have the segfault problem in radeonsi_dri.so. Just setting CFLAGS to -g "solves" that, but I still see colorful flickering.
Other demos work though. Can you test these examples?
OpenGL 3 and 4 with GLSL. Contribute to McNopper/OpenGL development by creating an account on GitHub.
You have to once build glus from that same repo and then compile them with, e.g. for example40:
cd GLUS
cmake .
make
cd ..
cd Example40
gcc src/*.c -I ../GLUS/src/ -lGLEW -lGL -lm -L ../GLUS/ -l:libGLUS.a -lglfw
MESA_GL_VERSION_OVERRIDE=4.3 MESA_GLSL_VERSION_OVERRIDE=430 ./a.out
For me:
Example30 - GPU ray tracing using compute shader (OpenGL 4.3) - gray window content with radeonsi, works with intel
Example40 - Cloth simulation using compute shader (OpenGL 4.3) - somewhat works with radeonsi, the cloth is often different though, completely broken with intel
Example41 - Ocean wave height/normal map calculation with FFT using compute shader (OpenGL 4.3, NVIDIA hardware under Linux has artifacts) - works with both intel and radeonsi
Example42 - FXAA (OpenGL 4.3) - gray window content with both
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Originally posted by haagch View PostCool, it works. Last time I tried it, it had no effect, but then compute shaders didn't work in Shadow of Mordor either even though they were compiled fine. I even made an api trace file: https://bugs.freedesktop.org/show_bug.cgi?id=93144
But maybe it was because I was too careless in merging the compute shader branch to mesa master.
Example30 - black window and 100% gpu load
Example40 - looks good to me
Example41 - works fine
Example42 - gray window
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Originally posted by Pontostroy View PostI use Mesa form your github
I just built the latest llvm svn with the patch you get from "download raw diff" here: http://reviews.llvm.org/D18340?id=53494
Then I built mesa with git am -3 foo.mbox you get from "download mbox" from here: https://patchwork.freedesktop.org/series/5215/
I had to disable clover for now because of
Code:[FONT=monospace][COLOR=#000000][B]llvm/invocation.cpp:[/B][/COLOR][COLOR=#000000] In function '[/COLOR][COLOR=#000000][B]void {anonymous}::optimize(llvm::Module*, unsigned int)[/B][/COLOR][COLOR=#000000]': [/COLOR] [COLOR=#000000][B]llvm/invocation.cpp:337:53:[/B][/COLOR][COLOR=#000000] [/COLOR][COLOR=#ff5454][B]error: [/B][/COLOR][COLOR=#000000]no matching function for call to '[/COLOR][COLOR=#000000][B]createInternalizePass(std::vector<const char*>&)[/B][/COLOR][COLOR=#000000]' [/COLOR] PM.add(llvm::createInternalizePass(export_list));[/FONT]
Like with Shadow of Mordor, when I run with MESA_GLSL=log I get a bunch of shader_*.comp with /* Compile status: ok */. But still, something must be wrong...
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Well, mod queue so I can't edit. There's the patch to make opencl build: https://patchwork.freedesktop.org/series/5639/
I had the bright idea to run ./piglit run tests/all -t compute_shader results/compute_shader but oh well...
[45105.652383] [drm:si_vm_reg_valid.part.22 [radeon]] *ERROR* Invalid register 0xb928 in CS
But maybe it's because of another commit, maybe this fresh one? https://github.com/llvm-mirror/llvm/...62cb540d215319
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