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Thread: The R600g Driver May Soon Be Working, But Lacks A Compiler

  1. #11
    Join Date
    Jul 2007
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    448

    Default You don't need the libtxc_dtnx library

    Quote Originally Posted by Nille View Post
    In my last WoW test all render correct but there is somewhere an sw fallback an an bug in the driver ( if you enter OG the game crash ) and i dont have installed this libary
    Use driconf to tell Mesa to advertise the S3TC extensions without it. WoW won't crash so long as the extensions are there, but you'll get a black screen until S3TC textures are at least partially supported.

  2. #12
    Join Date
    Feb 2008
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    Linuxland
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    5,182

    Default

    Quote Originally Posted by bridgman View Post
    I don't think it's worth doing at this point though - AFAIK the hardware efficiency of the shader compiler is about #73 on the list of performance bottlenecks
    Where may said list be read?

    I think it would be a good thing for would-be devs to see where to optimize.

  3. #13
    Join Date
    Dec 2008
    Posts
    995

    Default

    Let's just hope that all these compilers do not have many bugs I can imagine with so many compilers there's a lot of potential for introducing bugs.

  4. #14
    Join Date
    Oct 2007
    Location
    Toronto-ish
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    7,514

    Default

    Quote Originally Posted by curaga View Post
    Where may said list be read?

    I think it would be a good thing for would-be devs to see where to optimize.
    I haven't seen an actual list, although I suspect most of the devs would point to the same general area of the stack if asked (state management/command submission, synchronization/flushing, memory management).

    Mostly the nasty areas that are hard to make reliable and easy to break.

  5. #15
    Join Date
    Dec 2008
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    160

    Default

    Quote Originally Posted by bridgman View Post
    Most of the drivers use two compiler stages - one common, and one hardware-specific...
    Thanks bridgman and marek for clarifying.

    I'm amused at the extra translations back and forth between Mesa/TGSI but I suppose this is allows maximum code re-use/sharing between classic and gallium3d until the new stack is more fully in place and can be re-factored/cleaned up.

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