Page 2 of 6 FirstFirst 1234 ... LastLast
Results 11 to 20 of 57

Thread: MLAA For Mesa Is Ready For Testing

  1. #11
    Join Date
    Oct 2008
    Location
    Sweden
    Posts
    983

    Default

    Rendering seems to be fine, both with the sphere and the images. Pretty cool to see this stuff running!

    Average fps without MLAA is around 180 fps, with around 33.

    Will try to run the test on G45/Eaglelake and an RV570 tomorrow.

  2. #12
    Join Date
    Oct 2008
    Location
    Sweden
    Posts
    983

    Default

    Possibly a silly question, but how does MLAA fit in when an application, let's say ETQW, asks for anti-aliasing? Does it ask for a specific method to be used, or is it up to the OpenGL implementation to provide whatever it thinks is fitting?

  3. #13
    Join Date
    Feb 2008
    Location
    Linuxland
    Posts
    5,103

    Default

    New version uploaded that does print average fps for both on and off cases.

    Quote Originally Posted by whizse View Post
    Possibly a silly question, but how does MLAA fit in when an application, let's say ETQW, asks for anti-aliasing? Does it ask for a specific method to be used, or is it up to the OpenGL implementation to provide whatever it thinks is fitting?
    The app always asks for a specific type (MSAA usually, but FSAA is available, and the app can ask for vendor-specific things like CSAA etc too). MLAA is not in the GL spec, so it can't be requested.

    The idea was to let the user specify (via driconf or env var) when to enable MLAA, similar to Catalyst. Having a Mesa-specific GL extension for this would not see much use.

  4. #14
    Join Date
    Oct 2008
    Location
    Sweden
    Posts
    983

    Default

    Aha, that's good to know, thanks for the explanation!

  5. #15
    Join Date
    Aug 2009
    Location
    Russe, Bulgaria
    Posts
    511

    Default

    So...this MLAA is entirely in software/shader, and not actual GPU anti-aliasing method?

  6. #16
    Join Date
    Oct 2007
    Location
    Toronto-ish
    Posts
    7,458

    Default

    Quote Originally Posted by Drago View Post
    So...this MLAA is entirely in software/shader, and not actual GPU anti-aliasing method?
    Yes, MLAA is typically implemented as a post-processing filter. Ideally I guess you would run it after rendering the game imagery but before rendering text (eg HUD).

  7. #17
    Join Date
    May 2010
    Posts
    122

    Default problem?

    I get the following output, and the sphere is definitely not aa.

    I'm on mesa 7.10.3. Would switching to latest svn help?

    [stephen@goodt60 MLAA-test-app]$ ./mlaatest
    Irrlicht Engine version 1.7.2
    Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 27 22:01:13 CEST 2011 i686
    ATTENTION: default value of option vblank_mode overridden by environment.
    ATTENTION: default value of option vblank_mode overridden by environment.
    Using renderer: OpenGL 2.1
    Gallium 0.4 on ATI RV515: X.Org R300 Project
    OpenGL driver version is 1.2 or better.
    GLSL version: 1.2
    Loaded texture: AreaMap33
    Unsupported texture format
    GLSL shader failed to compile
    0:4(12): warning: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:16(86): error: `return' with wrong type , in function `tex2Doffset' returning vec4
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:72(48): error: type mismatch
    0:72(48): error: `return' with wrong type , in function `Area' returning vec2
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:88(54): error: type mismatch
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:89(54): error: type mismatch
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:103(54): error: type mismatch
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:104(54): error: type mismatch

    Quit message received.

    Ran 28.004s, average fps 198.50, min 1

  8. #18

    Default

    Quote Originally Posted by TheCycoONE View Post
    I get the following output, and the sphere is definitely not aa.

    I'm on mesa 7.10.3. Would switching to latest svn help?

    [stephen@goodt60 MLAA-test-app]$ ./mlaatest
    Irrlicht Engine version 1.7.2
    Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 27 22:01:13 CEST 2011 i686
    ATTENTION: default value of option vblank_mode overridden by environment.
    ATTENTION: default value of option vblank_mode overridden by environment.
    Using renderer: OpenGL 2.1
    Gallium 0.4 on ATI RV515: X.Org R300 Project
    OpenGL driver version is 1.2 or better.
    GLSL version: 1.2
    Loaded texture: AreaMap33
    Unsupported texture format
    GLSL shader failed to compile
    0:4(12): warning: extension `GL_ARB_shader_texture_lod' unsupported in fragment shader
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:16(86): error: `return' with wrong type , in function `tex2Doffset' returning vec4
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:72(48): error: type mismatch
    0:72(48): error: `return' with wrong type , in function `Area' returning vec2
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:88(54): error: type mismatch
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:89(54): error: type mismatch
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:103(54): error: type mismatch
    0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
    0:104(54): error: type mismatch

    Quit message received.

    Ran 28.004s, average fps 198.50, min 1
    "It requires OpenGL 2.0 and GL_ARB_shader_texture_lod (Mesa 7.11, 7.10 does not have that). [...]"

    Please reread the announcement

  9. #19
    Join Date
    Jul 2009
    Location
    Germany
    Posts
    492

    Default

    Code:
    Irrlicht Engine version 1.8.0-alpha
    Linux 3.0.0-drm #1 SMP PREEMPT Tue Jul 5 18:40:40 CEST 2011 x86_64
    Using renderer: OpenGL 2.1
    Gallium 0.4 on AMD JUNIPER: X.Org
    OpenGL driver version is 1.2 or better.
    GLSL version: 1.2
    Could not load sprite bank because the file does not exist: #DefaultFont
    Loaded texture: AreaMap33
    Quit message received.
    
    Ran 122.932s, average fps 274.87, min 1
    
    Average on fps 3033.53, average off fps 235.15
    
    MLAA took on average 0.3ms
    that output is obviously wrong.

    Beside this error: I'm wondering if the FPS output with the sphere is really right, but the sphere shows more FPS if the window is in the lower right corner (~600FPS). In the upper left corner I get ~250FPS. Both without MLAA. With MLAA it's ~77FPS and ~74FPS so it's not that visible but still the case.

  10. #20
    Join Date
    May 2010
    Posts
    122

    Default Again...

    Ok, I've compiled the latest mesa/ati-dri/libgl from git. My display is pretty wonkey so I won't be keeping this setup long (colours are all wrong e.g.)

    However, here is the new output:
    [stephen@goodt60 MLAA-test-app]$ ./mlaatest
    Irrlicht Engine version 1.7.2
    Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 27 22:01:13 CEST 2011 i686
    ATTENTION: default value of option vblank_mode overridden by environment.
    Using renderer: OpenGL 2.1
    Gallium 0.4 on llvmpipe: VMware, Inc.
    OpenGL driver version is 1.2 or better.
    GLSL version: 1.2
    Loaded texture: AreaMap33
    Unsupported texture format
    Quit message received.

    Ran 16.368s, average fps 82.66, min 1

    The title bar said MPAA: Off

    Of course with such wonky display I couldn't really tell how it looked.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •