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Thread: R600 Gallium3D Shader Compiler Milestone Hit

  1. #11
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    Gallium was expected be at 60-70% of the fglrx driver, am I right? Or was it 60-70% slower?

    And Doom3 getting 20-30fps is enough for single player, but with which card?

    Prey is running a heavily modified id Tech 4 engine and should squezes out more fps...

    But where is the performance bottleneck in the Gallium3D? Is it in the kernel memmory management, the OpenGL Mesa state tracker and/or the Gallium drivers themselves (as in what exposes the API?)

    I hope it isn't in the last one, because then big speed gains can be won across the entire board of graphic cards...

  2. #12
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    Quote Originally Posted by pvtcupcakes View Post
    However last I checked the shadows are messed up in Doom 3, so I had to disable them. And the performance isn't that great. I'd say Doom 3 and Prey were getting about 20-30fps on Medium/High. I didn't benchmark them; but they were playable.
    which gpu?

  3. #13
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    Quote Originally Posted by V!NCENT View Post
    Gallium was expected be at 60-70% of the fglrx driver, am I right? Or was it 60-70% slower?
    i think it was bridgman who said, they were hoping to achieve 60 to 70 % of the fglrx speed.
    but i think this will suffice for most people + you will probably have a comparable performance while runnning a game AND having compositing activated since, the fglrx driver have a steep performance drop in that area.
    or at least thats what i experienced.

  4. #14
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    Quote Originally Posted by Pfanne View Post
    which gpu?
    Radeon 4850

  5. #15
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    Quote Originally Posted by V!NCENT View Post
    Gallium was expected be at 60-70% of the fglrx driver, am I right? Or was it 60-70% slower?
    As I recall it, the 60-70%-as-fast figure Bridgman quoted was prior to CONFIG_BREAK_ALL_GRAPHICS=y and Gallium becauae of fundamental architecture flaws. No?

  6. #16
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    Quote Originally Posted by Wyatt View Post
    As I recall it, the 60-70%-as-fast figure Bridgman quoted was prior to CONFIG_BREAK_ALL_GRAPHICS=y and Gallium becauae of fundamental architecture flaws. No?
    fundamental architecture flaws?

  7. #17
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    Quote Originally Posted by Wyatt View Post
    As I recall it, the 60-70%-as-fast figure Bridgman quoted was prior to CONFIG_BREAK_ALL_GRAPHICS=y and Gallium becauae of fundamental architecture flaws. No?
    You mean the architecture of Gallium3D was meant for more general purpose graphics chips (in other words: ATI and nVidia cards of today) and not for older cards (let's say GeForce 3 and ATI Radeon 9800 pro (r300)?

  8. #18
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    Question.

    Why does glxgears need a shader compiler? It doesn't use any shaders.

  9. #19
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    Quote Originally Posted by curaga View Post
    Question.

    Why does glxgears need a shader compiler? It doesn't use any shaders.
    As I understand it, it's the same principle as needing the 3D engine to do 2D acceleration, i.e. they got rid of the hardware dedicated to doing basic flat/gouraud shading and tri/quad lists in favor of the more flexible stuff, so now if an application requests the old fixed-function stuff the driver has to quietly set up the appropriate shader program(s) to make it happen.

  10. #20
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    Quote Originally Posted by curaga View Post
    Question.

    Why does glxgears need a shader compiler? It doesn't use any shaders.
    What? Doesn't it have shadows?

    A shader is a programmable texture, practically (well it is not but don't shoot me please). It can be used for water effects, but also for shadow (like in Quake 3 for example). (also for post processing effects/filters).

    A shader = shade = shade of color = shadow... Profit!

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