When using Gallium 3D Compiz crashes when i resize windows heavily.
greetings
From what I've heard, a real compiler with serious optimization work will be required for decent performance for more modern hardware that can run much more complex shaders. That may not be the case for r500, which is relatively limited. If no one steps up to do the necessary work for VLIW backend support in LLVM, then there's also been talk of just sending gallium TGSI -> LLVM -> TGSI -> and on to the radeon compiler. That would allow serious optimizations to be run on the gallium "bytecode" before returning it for the normal driver to send to the VLIW hardware.
When using Gallium 3D Compiz crashes when i resize windows heavily.
greetings
sorry if this is kind of a stupid question
the mesa/gallium3d drivers is trying to do the same as radeon, radeonhd and so on?
if yes: why are there so many projekts trying to do pretty much the same?
and whats the difference between the mesa/gallium3d stuff and radeon(hd)
DDX driver radeon | radeonhd
OpenGL driver radeon classic or gallium
DDX driver only accelerate X11 rendering it doesn't provide GL acceleration of any kind. The OpenGL driver provide OpenGL acceleration on top of a DDX driver, thought with gallium a gallium driver can also replace the DDX.
So no mesa/gallium aren't duplicate effort.
thanks
again one less thing i dont know
I am running F12 with KMS, the xorg-x11-ati driver and Mesa from git, and have just enabled ColorTiling. I can't say that it has made any difference (at all) to celestia. Celestia still feels "speedy" under r300c, and sluggish under r300g. And I have made sure that I'm using the "Open GL vertex program" rendering path in both cases.
This is with my RV350 (Radeon 9550).
About the warsow benchmark
Are you sure the game is run the exact same way? The newer fglrx has more opengl support ..2.0 vs.. 1.X?
Warsow might enable more gfx features because the driver exports opengl 2.0. Or even use a completely different render pipe that requires opengl 2.0.
This would ofcourse skew benchmarking.
Since Blender supports python extensions, some ambitious coder could begin to write some interesting synthetic benchmarks using blender...
You might get as much information about the strengths and weaknesses of blenders data handling and rendering, but that would be kind of win-win too.
I wonder what that might look like.