From: vinit b. <ban...@gm...> - 2009-08-11 08:08:05
|
Hi All, I tried some opengl 2.0 es example using MESA. I am able to render it properly but performance is not so good. Is there any flag i need to enable to use optimized performance from Mesa? What is the meaning of performance data ? What all it should include? Thanks in advance, Best Regards, Vinit Bansal |
From: Brian P. <br...@vm...> - 2009-08-11 14:45:04
|
vinit bansal wrote: > Hi All, > I tried some opengl 2.0 es example using MESA. > I am able to render it properly but performance is not so good. > Is there any flag i need to enable to use optimized performance from Mesa? > > What is the meaning of performance data ? > What all it should include? So you're using the opengl-es branch? You're probably using the "softpipe" gallium driver. What kind of GPU do you have? -Brian |
From: vinit b. <ban...@gm...> - 2009-08-12 04:52:56
|
Hi Brian, Actually i wrote a wrapper for all opengl-es functions so that it'll call our gl fuction only. for ex for glorthox, internally in my wrapper i'll call glotho only. this way i m able to run my opengl-es program using MESA .. :D:D My aim is , I want to know how much time my WGL calls are taking. So i used clock function. here is my code: long start,end,time; start = clock(); wglcreatecontext(); end = clock(); time = end-start; fprintf("print this time in file"); same i did for wglmakecurrent/glreadpixels etc ... prob is , i am drawing a single frame again and again still i m getting every time diff value. please find my attach logs. for *glreadpixels:* *glreadpixels : 0.000000 mSec* *glreadpixels : 16.000000 mSec* *glreadpixels : 16.000000 mSec* *glreadpixels : 0.000000 mSec* *glreadpixels : 0.000000 mSec* *glreadpixels : 16.000000 mSec* *glreadpixels : 0.000000 mSec* *glreadpixels : 15.000000 mSec* *glreadpixels : 16.000000 mSec* *glreadpixels : 0.000000 mSec* *glreadpixels : 0.000000 mSec* *glreadpixels : 16.000000 mSec* *glreadpixels : 0.000000 mSec* *glreadpixels : 16.000000 mSec* *glreadpixels : 0.000000 mSec* *glreadpixels : 16.000000 mSec * for *wglCreateContext and wglMakeCurrent:* *wglCreateContext : 0.000000 mSec wglMakeCurrent : 16.000000 msec* ** *wglCreateContext : 0.000000 mSec wglMakeCurrent : 16.000000 msec* *wglCreateContext : 0.000000 mSec wglMakeCurrent : 0.000000 msec* ** I dont know why this time is different in each call? ** *Best regards* *Vinit* On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...> wrote: > vinit bansal wrote: > >> Hi All, >> I tried some opengl 2.0 es example using MESA. >> I am able to render it properly but performance is not so good. >> Is there any flag i need to enable to use optimized performance from Mesa? >> What is the meaning of performance data ? >> What all it should include? >> > > So you're using the opengl-es branch? You're probably using the "softpipe" > gallium driver. > > What kind of GPU do you have? > > -Brian > > > |
From: Karl S. <kar...@gm...> - 2009-08-12 17:27:31
|
Are you using the Mesa windows (gdi) driver? It is 100% software, so performance will be slow. Also, if you are on Windows, the standard timer is very low resolution. If I remember right, that timer has about a 16 ms period, which may explain the values you are getting. If you want higher resolution, then use the multimedia timer, or time things that take longer. On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal <ban...@gm...>wrote: > Hi Brian, > Actually i wrote a wrapper for all opengl-es functions so that it'll call > our gl fuction only. > for ex for glorthox, internally in my wrapper i'll call glotho only. > this way i m able to run my opengl-es program using MESA .. :D:D > > My aim is , I want to know how much time my WGL calls are taking. > So i used clock function. > > here is my code: > > long start,end,time; > start = clock(); > wglcreatecontext(); > end = clock(); > time = end-start; > fprintf("print this time in file"); > > same i did for wglmakecurrent/glreadpixels etc ... > prob is , i am drawing a single frame again and again still i m getting > every time diff value. > > please find my attach logs. > > for *glreadpixels:* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 15.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec > * > > for *wglCreateContext and wglMakeCurrent:* > *wglCreateContext : 0.000000 mSec > wglMakeCurrent : 16.000000 msec* > ** > *wglCreateContext : 0.000000 mSec > wglMakeCurrent : 16.000000 msec* > > *wglCreateContext : 0.000000 mSec > wglMakeCurrent : 0.000000 msec* > ** > I dont know why this time is different in each call? > ** > *Best regards* > *Vinit* > > > > On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...> wrote: > >> vinit bansal wrote: >> >>> Hi All, >>> I tried some opengl 2.0 es example using MESA. >>> I am able to render it properly but performance is not so good. >>> Is there any flag i need to enable to use optimized performance from >>> Mesa? >>> What is the meaning of performance data ? >>> What all it should include? >>> >> >> So you're using the opengl-es branch? You're probably using the >> "softpipe" gallium driver. >> >> What kind of GPU do you have? >> >> -Brian >> >> >> > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > Mesa3d-users mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/mesa3d-users > > |
From: Viral P. <Vir...@an...> - 2009-08-12 18:11:19
|
That does look like you are hitting the timer resolution threshold. You might want to try: QueryPerformanceFrequency QueryPerformanceCounter For high resolution timing. Something like: inline __int64 currentTime() { LARGE_INTEGER li; QueryPerformanceCounter(&li); return li.QuadPart; } inline __int64 counterFreq() { LARGE_INTEGER li; QueryPerformanceFrequency(&li); return li.QuadPart; } const __int64 start = currentTime(); ... STUFF const __int64 totalTime = currentTime() - start; if (time == 0) return 0; double msec = double(time) / double(counterFreq()) * 1000.0; From: Karl Schultz [mailto:kar...@gm...] Sent: 12 August 2009 18:27 To: vinit bansal Cc: mes...@li... Subject: Re: [Mesa3d-users] Regarding Performance in Mesa Are you using the Mesa windows (gdi) driver? It is 100% software, so performance will be slow. Also, if you are on Windows, the standard timer is very low resolution. If I remember right, that timer has about a 16 ms period, which may explain the values you are getting. If you want higher resolution, then use the multimedia timer, or time things that take longer. On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal <ban...@gm...> wrote: Hi Brian, Actually i wrote a wrapper for all opengl-es functions so that it'll call our gl fuction only. for ex for glorthox, internally in my wrapper i'll call glotho only. this way i m able to run my opengl-es program using MESA .. :D:D My aim is , I want to know how much time my WGL calls are taking. So i used clock function. here is my code: long start,end,time; start = clock(); wglcreatecontext(); end = clock(); time = end-start; fprintf("print this time in file"); same i did for wglmakecurrent/glreadpixels etc ... prob is , i am drawing a single frame again and again still i m getting every time diff value. please find my attach logs. for glreadpixels: glreadpixels : 0.000000 mSec glreadpixels : 16.000000 mSec glreadpixels : 16.000000 mSec glreadpixels : 0.000000 mSec glreadpixels : 0.000000 mSec glreadpixels : 16.000000 mSec glreadpixels : 0.000000 mSec glreadpixels : 15.000000 mSec glreadpixels : 16.000000 mSec glreadpixels : 0.000000 mSec glreadpixels : 0.000000 mSec glreadpixels : 16.000000 mSec glreadpixels : 0.000000 mSec glreadpixels : 16.000000 mSec glreadpixels : 0.000000 mSec glreadpixels : 16.000000 mSec for wglCreateContext and wglMakeCurrent: wglCreateContext : 0.000000 mSec wglMakeCurrent : 16.000000 msec wglCreateContext : 0.000000 mSec wglMakeCurrent : 16.000000 msec wglCreateContext : 0.000000 mSec wglMakeCurrent : 0.000000 msec I dont know why this time is different in each call? Best regards Vinit On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...> wrote: vinit bansal wrote: Hi All, I tried some opengl 2.0 es example using MESA. I am able to render it properly but performance is not so good. Is there any flag i need to enable to use optimized performance from Mesa? What is the meaning of performance data ? What all it should include? So you're using the opengl-es branch? You're probably using the "softpipe" gallium driver. What kind of GPU do you have? -Brian ------------------------------------------------------------------------ ------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Mesa3d-users mailing list Mes...@li... https://lists.sourceforge.net/lists/listinfo/mesa3d-users |
From: vinit b. <ban...@gm...> - 2009-08-13 03:08:28
|
Hi Karl, Thanks for your reply. Yes, you are right. I am using MESA on windows. But is there a way to use h/w accelaration in MESA on windows? Thanks & Regards Vinit On Wed, Aug 12, 2009 at 10:57 PM, Karl Schultz <kar...@gm...>wrote: > Are you using the Mesa windows (gdi) driver? It is 100% software, so > performance will be slow. > > Also, if you are on Windows, the standard timer is very low resolution. If > I remember right, that timer has about a 16 ms period, which may explain the > values you are getting. If you want higher resolution, then use the > multimedia timer, or time things that take longer. > > On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal <ban...@gm...>wrote: > >> Hi Brian, >> Actually i wrote a wrapper for all opengl-es functions so that it'll call >> our gl fuction only. >> for ex for glorthox, internally in my wrapper i'll call glotho only. >> this way i m able to run my opengl-es program using MESA .. :D:D >> >> My aim is , I want to know how much time my WGL calls are taking. >> So i used clock function. >> >> here is my code: >> >> long start,end,time; >> start = clock(); >> wglcreatecontext(); >> end = clock(); >> time = end-start; >> fprintf("print this time in file"); >> >> same i did for wglmakecurrent/glreadpixels etc ... >> prob is , i am drawing a single frame again and again still i m getting >> every time diff value. >> >> please find my attach logs. >> >> for *glreadpixels:* >> *glreadpixels : 0.000000 mSec* >> *glreadpixels : 16.000000 mSec* >> *glreadpixels : 16.000000 mSec* >> *glreadpixels : 0.000000 mSec* >> *glreadpixels : 0.000000 mSec* >> *glreadpixels : 16.000000 mSec* >> *glreadpixels : 0.000000 mSec* >> *glreadpixels : 15.000000 mSec* >> *glreadpixels : 16.000000 mSec* >> *glreadpixels : 0.000000 mSec* >> *glreadpixels : 0.000000 mSec* >> *glreadpixels : 16.000000 mSec* >> *glreadpixels : 0.000000 mSec* >> *glreadpixels : 16.000000 mSec* >> *glreadpixels : 0.000000 mSec* >> *glreadpixels : 16.000000 mSec >> * >> >> for *wglCreateContext and wglMakeCurrent:* >> *wglCreateContext : 0.000000 mSec >> wglMakeCurrent : 16.000000 msec* >> ** >> *wglCreateContext : 0.000000 mSec >> wglMakeCurrent : 16.000000 msec* >> >> *wglCreateContext : 0.000000 mSec >> wglMakeCurrent : 0.000000 msec* >> ** >> I dont know why this time is different in each call? >> ** >> *Best regards* >> *Vinit* >> >> >> >> On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...> wrote: >> >>> vinit bansal wrote: >>> >>>> Hi All, >>>> I tried some opengl 2.0 es example using MESA. >>>> I am able to render it properly but performance is not so good. >>>> Is there any flag i need to enable to use optimized performance from >>>> Mesa? >>>> What is the meaning of performance data ? >>>> What all it should include? >>>> >>> >>> So you're using the opengl-es branch? You're probably using the >>> "softpipe" gallium driver. >>> >>> What kind of GPU do you have? >>> >>> -Brian >>> >>> >>> >> >> >> ------------------------------------------------------------------------------ >> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 >> 30-Day >> trial. Simplify your report design, integration and deployment - and focus >> on >> what you do best, core application coding. Discover what's new with >> Crystal Reports now. http://p.sf.net/sfu/bobj-july >> _______________________________________________ >> Mesa3d-users mailing list >> Mes...@li... >> https://lists.sourceforge.net/lists/listinfo/mesa3d-users >> >> > |
From: Karl S. <kar...@gm...> - 2009-08-13 14:44:25
|
No. That would require that a driver be written for each graphics card. Since vendors already supply OpenGL drivers on Windows, there is little incentive to repeat the work in Mesa for Windows. I suppose that one could do it if they had the appropriate hw specs. A couple of notes back in this thread you said that you had a wrapper for opengl-es functions, which supposedly called Mesa. Why not just use the stock Windows OpenGL and the drivers that are appropriate for your graphics card? IOW, why use Mesa at all for this? Why don't you simply call OpenGL on Windows from your wrapper? On Wed, Aug 12, 2009 at 9:08 PM, vinit bansal <ban...@gm...>wrote: > Hi Karl, > Thanks for your reply. > Yes, you are right. I am using MESA on windows. > But is there a way to use h/w accelaration in MESA on windows? > > Thanks & Regards > Vinit > > On Wed, Aug 12, 2009 at 10:57 PM, Karl Schultz <kar...@gm...>wrote: > >> Are you using the Mesa windows (gdi) driver? It is 100% software, so >> performance will be slow. >> >> Also, if you are on Windows, the standard timer is very low resolution. >> If I remember right, that timer has about a 16 ms period, which may explain >> the values you are getting. If you want higher resolution, then use the >> multimedia timer, or time things that take longer. >> >> On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal <ban...@gm...>wrote: >> >>> Hi Brian, >>> Actually i wrote a wrapper for all opengl-es functions so that it'll call >>> our gl fuction only. >>> for ex for glorthox, internally in my wrapper i'll call glotho only. >>> this way i m able to run my opengl-es program using MESA .. :D:D >>> >>> My aim is , I want to know how much time my WGL calls are taking. >>> So i used clock function. >>> >>> here is my code: >>> >>> long start,end,time; >>> start = clock(); >>> wglcreatecontext(); >>> end = clock(); >>> time = end-start; >>> fprintf("print this time in file"); >>> >>> same i did for wglmakecurrent/glreadpixels etc ... >>> prob is , i am drawing a single frame again and again still i m getting >>> every time diff value. >>> >>> please find my attach logs. >>> >>> for *glreadpixels:* >>> *glreadpixels : 0.000000 mSec* >>> *glreadpixels : 16.000000 mSec* >>> *glreadpixels : 16.000000 mSec* >>> *glreadpixels : 0.000000 mSec* >>> *glreadpixels : 0.000000 mSec* >>> *glreadpixels : 16.000000 mSec* >>> *glreadpixels : 0.000000 mSec* >>> *glreadpixels : 15.000000 mSec* >>> *glreadpixels : 16.000000 mSec* >>> *glreadpixels : 0.000000 mSec* >>> *glreadpixels : 0.000000 mSec* >>> *glreadpixels : 16.000000 mSec* >>> *glreadpixels : 0.000000 mSec* >>> *glreadpixels : 16.000000 mSec* >>> *glreadpixels : 0.000000 mSec* >>> *glreadpixels : 16.000000 mSec >>> * >>> >>> for *wglCreateContext and wglMakeCurrent:* >>> *wglCreateContext : 0.000000 mSec >>> wglMakeCurrent : 16.000000 msec* >>> ** >>> *wglCreateContext : 0.000000 mSec >>> wglMakeCurrent : 16.000000 msec* >>> >>> *wglCreateContext : 0.000000 mSec >>> wglMakeCurrent : 0.000000 msec* >>> ** >>> I dont know why this time is different in each call? >>> ** >>> *Best regards* >>> *Vinit* >>> >>> >>> >>> On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...> wrote: >>> >>>> vinit bansal wrote: >>>> >>>>> Hi All, >>>>> I tried some opengl 2.0 es example using MESA. >>>>> I am able to render it properly but performance is not so good. >>>>> Is there any flag i need to enable to use optimized performance from >>>>> Mesa? >>>>> What is the meaning of performance data ? >>>>> What all it should include? >>>>> >>>> >>>> So you're using the opengl-es branch? You're probably using the >>>> "softpipe" gallium driver. >>>> >>>> What kind of GPU do you have? >>>> >>>> -Brian >>>> >>>> >>>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 >>> 30-Day >>> trial. Simplify your report design, integration and deployment - and >>> focus on >>> what you do best, core application coding. Discover what's new with >>> Crystal Reports now. http://p.sf.net/sfu/bobj-july >>> _______________________________________________ >>> Mesa3d-users mailing list >>> Mes...@li... >>> https://lists.sourceforge.net/lists/listinfo/mesa3d-users >>> >>> >> > |
From: vinit b. <ban...@gm...> - 2009-08-14 03:24:56
|
For 1.1 program, there should not be a problem. But what about any 2.0 application.. in that case i cant call OpenGL on Windows from my wrapper, right ? My basic aim is to use 2.0 program for my application, for 1.1 i have n number of options. On Thu, Aug 13, 2009 at 8:14 PM, Karl Schultz <kar...@gm...>wrote: > No. That would require that a driver be written for each graphics card. > Since vendors already supply OpenGL drivers on Windows, there is little > incentive to repeat the work in Mesa for Windows. I suppose that one could > do it if they had the appropriate hw specs. > > A couple of notes back in this thread you said that you had a wrapper for > opengl-es functions, which supposedly called Mesa. Why not just use the > stock Windows OpenGL and the drivers that are appropriate for your graphics > card? IOW, why use Mesa at all for this? Why don't you simply call OpenGL > on Windows from your wrapper? > > > On Wed, Aug 12, 2009 at 9:08 PM, vinit bansal <ban...@gm...>wrote: > >> Hi Karl, >> Thanks for your reply. >> Yes, you are right. I am using MESA on windows. >> But is there a way to use h/w accelaration in MESA on windows? >> >> Thanks & Regards >> Vinit >> >> On Wed, Aug 12, 2009 at 10:57 PM, Karl Schultz < >> kar...@gm...> wrote: >> >>> Are you using the Mesa windows (gdi) driver? It is 100% software, so >>> performance will be slow. >>> >>> Also, if you are on Windows, the standard timer is very low resolution. >>> If I remember right, that timer has about a 16 ms period, which may explain >>> the values you are getting. If you want higher resolution, then use the >>> multimedia timer, or time things that take longer. >>> >>> On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal <ban...@gm... >>> > wrote: >>> >>>> Hi Brian, >>>> Actually i wrote a wrapper for all opengl-es functions so that it'll >>>> call our gl fuction only. >>>> for ex for glorthox, internally in my wrapper i'll call glotho only. >>>> this way i m able to run my opengl-es program using MESA .. :D:D >>>> >>>> My aim is , I want to know how much time my WGL calls are taking. >>>> So i used clock function. >>>> >>>> here is my code: >>>> >>>> long start,end,time; >>>> start = clock(); >>>> wglcreatecontext(); >>>> end = clock(); >>>> time = end-start; >>>> fprintf("print this time in file"); >>>> >>>> same i did for wglmakecurrent/glreadpixels etc ... >>>> prob is , i am drawing a single frame again and again still i m getting >>>> every time diff value. >>>> >>>> please find my attach logs. >>>> >>>> for *glreadpixels:* >>>> *glreadpixels : 0.000000 mSec* >>>> *glreadpixels : 16.000000 mSec* >>>> *glreadpixels : 16.000000 mSec* >>>> *glreadpixels : 0.000000 mSec* >>>> *glreadpixels : 0.000000 mSec* >>>> *glreadpixels : 16.000000 mSec* >>>> *glreadpixels : 0.000000 mSec* >>>> *glreadpixels : 15.000000 mSec* >>>> *glreadpixels : 16.000000 mSec* >>>> *glreadpixels : 0.000000 mSec* >>>> *glreadpixels : 0.000000 mSec* >>>> *glreadpixels : 16.000000 mSec* >>>> *glreadpixels : 0.000000 mSec* >>>> *glreadpixels : 16.000000 mSec* >>>> *glreadpixels : 0.000000 mSec* >>>> *glreadpixels : 16.000000 mSec >>>> * >>>> >>>> for *wglCreateContext and wglMakeCurrent:* >>>> *wglCreateContext : 0.000000 mSec >>>> wglMakeCurrent : 16.000000 msec* >>>> ** >>>> *wglCreateContext : 0.000000 mSec >>>> wglMakeCurrent : 16.000000 msec* >>>> >>>> *wglCreateContext : 0.000000 mSec >>>> wglMakeCurrent : 0.000000 msec* >>>> ** >>>> I dont know why this time is different in each call? >>>> ** >>>> *Best regards* >>>> *Vinit* >>>> >>>> >>>> >>>> On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...> wrote: >>>> >>>>> vinit bansal wrote: >>>>> >>>>>> Hi All, >>>>>> I tried some opengl 2.0 es example using MESA. >>>>>> I am able to render it properly but performance is not so good. >>>>>> Is there any flag i need to enable to use optimized performance from >>>>>> Mesa? >>>>>> What is the meaning of performance data ? >>>>>> What all it should include? >>>>>> >>>>> >>>>> So you're using the opengl-es branch? You're probably using the >>>>> "softpipe" gallium driver. >>>>> >>>>> What kind of GPU do you have? >>>>> >>>>> -Brian >>>>> >>>>> >>>>> >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 >>>> 30-Day >>>> trial. Simplify your report design, integration and deployment - and >>>> focus on >>>> what you do best, core application coding. Discover what's new with >>>> Crystal Reports now. http://p.sf.net/sfu/bobj-july >>>> _______________________________________________ >>>> Mesa3d-users mailing list >>>> Mes...@li... >>>> https://lists.sourceforge.net/lists/listinfo/mesa3d-users >>>> >>>> >>> >> > |
From: tom f. <tf...@al...> - 2009-08-14 04:16:04
|
vinit bansal <ban...@gm...> writes: > For 1.1 program, there should not be a problem. But what about any > 2.0 application.. in that case i cant call OpenGL on Windows from my > wrapper, right ? You just need to load the functions you need at runtime via wglGetProcAddress. That's a pain though. I recommend GLEW (glew.sf.net). Cheers, -tom > On Thu, Aug 13, 2009 at 8:14 PM, Karl Schultz <kar...@gm...>wrote > : > > > No. That would require that a driver be written for each graphics card. > > Since vendors already supply OpenGL drivers on Windows, there is little > > incentive to repeat the work in Mesa for Windows. I suppose that one could > > do it if they had the appropriate hw specs. > > > > A couple of notes back in this thread you said that you had a wrapper for > > opengl-es functions, which supposedly called Mesa. Why not just use the > > stock Windows OpenGL and the drivers that are appropriate for your graphics > > card? IOW, why use Mesa at all for this? Why don't you simply call OpenGL > > on Windows from your wrapper? > > > > > > On Wed, Aug 12, 2009 at 9:08 PM, vinit bansal <ban...@gm...>wrote > : > > > >> Hi Karl, > >> Thanks for your reply. > >> Yes, you are right. I am using MESA on windows. > >> But is there a way to use h/w accelaration in MESA on windows? > >> > >> Thanks & Regards > >> Vinit > >> > >> On Wed, Aug 12, 2009 at 10:57 PM, Karl Schultz < > >> kar...@gm...> wrote: > >> > >>> Are you using the Mesa windows (gdi) driver? It is 100% software, so > >>> performance will be slow. > >>> > >>> Also, if you are on Windows, the standard timer is very low resolution. > >>> If I remember right, that timer has about a 16 ms period, which may expla > in > >>> the values you are getting. If you want higher resolution, then use the > >>> multimedia timer, or time things that take longer. > >>> > >>> On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal <ban...@gm... > >>> > wrote: > >>> > >>>> Hi Brian, > >>>> Actually i wrote a wrapper for all opengl-es functions so that it'll > >>>> call our gl fuction only. > >>>> for ex for glorthox, internally in my wrapper i'll call glotho only. > >>>> this way i m able to run my opengl-es program using MESA .. :D:D > >>>> > >>>> My aim is , I want to know how much time my WGL calls are taking. > >>>> So i used clock function. > >>>> > >>>> here is my code: > >>>> > >>>> long start,end,time; > >>>> start = clock(); > >>>> wglcreatecontext(); > >>>> end = clock(); > >>>> time = end-start; > >>>> fprintf("print this time in file"); > >>>> > >>>> same i did for wglmakecurrent/glreadpixels etc ... > >>>> prob is , i am drawing a single frame again and again still i m getting > >>>> every time diff value. > >>>> > >>>> please find my attach logs. > >>>> > >>>> for *glreadpixels:* > >>>> *glreadpixels : 0.000000 mSec* > >>>> *glreadpixels : 16.000000 mSec* > >>>> *glreadpixels : 16.000000 mSec* > >>>> *glreadpixels : 0.000000 mSec* > >>>> *glreadpixels : 0.000000 mSec* > >>>> *glreadpixels : 16.000000 mSec* > >>>> *glreadpixels : 0.000000 mSec* > >>>> *glreadpixels : 15.000000 mSec* > >>>> *glreadpixels : 16.000000 mSec* > >>>> *glreadpixels : 0.000000 mSec* > >>>> *glreadpixels : 0.000000 mSec* > >>>> *glreadpixels : 16.000000 mSec* > >>>> *glreadpixels : 0.000000 mSec* > >>>> *glreadpixels : 16.000000 mSec* > >>>> *glreadpixels : 0.000000 mSec* > >>>> *glreadpixels : 16.000000 mSec > >>>> * > >>>> > >>>> for *wglCreateContext and wglMakeCurrent:* > >>>> *wglCreateContext : 0.000000 mSec > >>>> wglMakeCurrent : 16.000000 msec* > >>>> ** > >>>> *wglCreateContext : 0.000000 mSec > >>>> wglMakeCurrent : 16.000000 msec* > >>>> > >>>> *wglCreateContext : 0.000000 mSec > >>>> wglMakeCurrent : 0.000000 msec* > >>>> ** > >>>> I dont know why this time is different in each call? > >>>> ** > >>>> *Best regards* > >>>> *Vinit* > >>>> > >>>> > >>>> > >>>> On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...> wrote: > >>>> > >>>>> vinit bansal wrote: > >>>>> > >>>>>> Hi All, > >>>>>> I tried some opengl 2.0 es example using MESA. > >>>>>> I am able to render it properly but performance is not so good. > >>>>>> Is there any flag i need to enable to use optimized performance from > >>>>>> Mesa? > >>>>>> What is the meaning of performance data ? > >>>>>> What all it should include? > >>>>>> > >>>>> > >>>>> So you're using the opengl-es branch? You're probably using the > >>>>> "softpipe" gallium driver. > >>>>> > >>>>> What kind of GPU do you have? > >>>>> > >>>>> -Brian > >>>>> > >>>>> > >>>>> > >>>> > >>>> > >>>> ------------------------------------------------------------------------ > ------ > >>>> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 > >>>> 30-Day > >>>> trial. Simplify your report design, integration and deployment - and > >>>> focus on > >>>> what you do best, core application coding. Discover what's new with > >>>> Crystal Reports now. http://p.sf.net/sfu/bobj-july > >>>> _______________________________________________ > >>>> Mesa3d-users mailing list > >>>> Mes...@li... > >>>> https://lists.sourceforge.net/lists/listinfo/mesa3d-users > >>>> > >>>> > >>> > >> > > > > --000e0cd2e59655151b0471117e7e > Content-Type: text/html; charset=ISO-8859-1 > Content-Transfer-Encoding: quoted-printable > > <div>For 1.1 program, there should not be a problem. But what about any 2.0= > application.. in that case i cant call OpenGL on Windows from my wrapper, = > right ? </div> > <div>My basic aim is to use 2.0 program for my application, for 1.1 i have = > n number of options.<br><br></div> > <div class=3D"gmail_quote">On Thu, Aug 13, 2009 at 8:14 PM, Karl Schultz <s= > pan dir=3D"ltr"><<a href=3D"mailto:kar...@gm...">karl.w.schu= > lt...@gm...</a>></span> wrote:<br> > <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= > px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">No.=A0 That would require that a= > driver be written for each graphics card.=A0 Since vendors already supply = > OpenGL drivers on Windows, there is little incentive to repeat the work in = > Mesa for Windows.=A0 I suppose that one could do it if they had the appropr= > iate hw specs.<br> > <br>A couple of notes back in this thread you said that you had a wrapper f= > or opengl-es functions, which supposedly called Mesa.=A0 Why not just use t= > he stock Windows OpenGL and the drivers that are appropriate for your graph= > ics card?=A0 IOW, why use Mesa at all for this?=A0 Why don't you simply= > call OpenGL on Windows from your wrapper?=20 > <div> > <div></div> > <div class=3D"h5"><br><br> > <div class=3D"gmail_quote">On Wed, Aug 12, 2009 at 9:08 PM, vinit bansal <s= > pan dir=3D"ltr"><<a href=3D"mailto:ban...@gm..." target=3D"_bl= > ank">ban...@gm...</a>></span> wrote:<br> > <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0= > pt 0pt 0.8ex; BORDER-LEFT: rgb(204,204,204) 1px solid"> > <div>Hi Karl,</div> > <div>Thanks for your reply.</div> > <div>Yes, you are right. I am using MESA on windows.</div> > <div>But is there a way to use h/w accelaration in MESA on windows?</div> > <div>=A0</div> > <div>Thanks & Regards</div> > <div>Vinit<font color=3D"#888888"><br><br></font></div> > <div> > <div></div> > <div> > <div class=3D"gmail_quote">On Wed, Aug 12, 2009 at 10:57 PM, Karl Schultz <= > span dir=3D"ltr"><<a href=3D"mailto:kar...@gm..." target=3D"= > _blank">kar...@gm...</a>></span> wrote:<br> > <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= > px 0px 0.8ex; BORDER-LEFT: rgb(204,204,204) 1px solid">Are you using the Me= > sa windows (gdi) driver?=A0 It is 100% software, so performance will be slo= > w.<br> > <br>Also, if you are on Windows, the standard timer is very low resolution.= > =A0 If I remember right, that timer has about a 16 ms period, which may exp= > lain the values you are getting.=A0 If you want higher resolution, then use= > the multimedia timer, or time things that take longer.<br> > <br> > <div class=3D"gmail_quote"> > <div> > <div></div> > <div>On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal <span dir=3D"ltr"><<= > a href=3D"mailto:ban...@gm..." target=3D"_blank">bansal.itbhu@gma= > il.com</a>></span> wrote:<br></div></div> > <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0= > pt 0pt 0.8ex; BORDER-LEFT: rgb(204,204,204) 1px solid"> > <div> > <div></div> > <div> > <div>Hi Brian,</div> > <div>Actually i wrote a wrapper for all opengl-es functions so that it'= > ll call our gl fuction only.</div> > <div>for ex for glorthox, internally in my wrapper i'll call glotho onl= > y.</div> > <div>this way i m able to run my opengl-es program using MESA .. :D:D</div> > <div>=A0</div> > <div>My aim is , I want to know how much time my WGL calls are taking.</div= > > > <div>So i used clock function.</div> > <div>=A0</div> > <div>here is my code:</div> > <div>=A0</div> > <div>long start,end,time;</div> > <div>start =3D clock();</div> > <div>wglcreatecontext();</div> > <div>end =3D clock();</div> > <div>time =3D end-start;</div> > <div>fprintf("print this time in file");</div> > <div>=A0</div> > <div>same i did for wglmakecurrent/glreadpixels etc ...</div> > <div>prob is , i am drawing a single frame again and again still i m gettin= > g every time diff value.</div> > <div>=A0</div> > <div>please find my attach logs.</div> > <div>=A0</div> > <div>for <b>glreadpixels:</b></div> > <div><b>glreadpixels : 0.000000 mSec</b></div> > <div><b>glreadpixels : 16.000000 mSec</b></div> > <div><b>glreadpixels : 16.000000 mSec</b></div> > <div><b>glreadpixels : 0.000000 mSec</b></div> > <div><b>glreadpixels : 0.000000 mSec</b></div> > <div><b>glreadpixels : 16.000000 mSec</b></div> > <div><b>glreadpixels : 0.000000 mSec</b></div> > <div><b>glreadpixels : 15.000000 mSec</b></div> > <div><b>glreadpixels : 16.000000 mSec</b></div> > <div><b>glreadpixels : 0.000000 mSec</b></div> > <div><b>glreadpixels : 0.000000 mSec</b></div> > <div><b>glreadpixels : 16.000000 mSec</b></div> > <div><b>glreadpixels : 0.000000 mSec</b></div> > <div><b>glreadpixels : 16.000000 mSec</b></div> > <div><b>glreadpixels : 0.000000 mSec</b></div> > <div><b>glreadpixels : 16.000000 mSec<br></b></div> > <div>=A0</div> > <div>for <b>wglCreateContext and wglMakeCurrent:</b></div> > <div><b>wglCreateContext : 0.000000 mSec<br>wglMakeCurrent : 16.000000 msec= > </b></div> > <div><b></b>=A0</div> > <div><b>wglCreateContext : 0.000000 mSec<br>wglMakeCurrent : 16.000000 msec= > </b></div> > <div><br><b>wglCreateContext : 0.000000 mSec<br>wglMakeCurrent : 0.000000 m= > sec</b></div> > <div><b></b>=A0</div> > <div>I dont know why this time is different in each call?</div> > <div><b></b>=A0</div> > <div><b>Best regards</b></div> > <div><b>Vinit</b></div> > <div> > <div></div> > <div> > <div><br><br>=A0</div> > <div class=3D"gmail_quote">On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <spa= > n dir=3D"ltr"><<a href=3D"mailto:br...@vm..." target=3D"_blank">br= > ia...@vm...</a>></span> wrote:<br> > <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= > px 0px 0.8ex; BORDER-LEFT: rgb(204,204,204) 1px solid"> > <div>vinit bansal wrote:<br> > <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= > px 0px 0.8ex; BORDER-LEFT: rgb(204,204,204) 1px solid">Hi All,<br>I tried s= > ome opengl 2.0 es example using MESA.<br>I am able to render it properly bu= > t performance is not so good.<br> > Is there any flag i need to enable to use optimized performance from Mesa?<= > br>=A0What is the meaning of performance data ?<br>What all it should inclu= > de?<br></blockquote><br></div>So you're using the opengl-es branch? =A0= > You're probably using the "softpipe" gallium driver.<br> > <br>What kind of GPU do you have?<br><font color=3D"#888888"><br>-Brian<br>= > <br><br></font></blockquote></div><br></div></div><br></div></div>---------= > ---------------------------------------------------------------------<br> > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day= > <br>trial. Simplify your report design, integration and deployment - and fo= > cus on<br>what you do best, core application coding. Discover what's ne= > w with<br> > Crystal Reports now. =A0<a href=3D"http://p.sf.net/sfu/bobj-july" target=3D= > "_blank">http://p.sf.net/sfu/bobj-july</a><br>_____________________________= > __________________<br>Mesa3d-users mailing list<br><a href=3D"mailto:Mesa3d= > -u...@li..." target=3D"_blank">Mes...@li...urcefo= > rge.net</a><br> > <a href=3D"https://lists.sourceforge.net/lists/listinfo/mesa3d-users" targe= > t=3D"_blank">https://lists.sourceforge.net/lists/listinfo/mesa3d-users</a><= > br><br></blockquote></div><br></blockquote></div><br></div></div></blockquo= > te> > </div><br></div></div></blockquote></div><br> > > --000e0cd2e59655151b0471117e7e-- > > > --===============8036142131938267590== > Content-Type: text/plain; charset="us-ascii" > MIME-Version: 1.0 > Content-Transfer-Encoding: 7bit > Content-Disposition: inline > > ----------------------------------------------------------------------------- > - > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > --===============8036142131938267590== > Content-Type: text/plain; charset="us-ascii" > MIME-Version: 1.0 > Content-Transfer-Encoding: 7bit > Content-Disposition: inline > > _______________________________________________ > Mesa3d-users mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/mesa3d-users > > --===============8036142131938267590==-- > |
From: Karl S. <kar...@gm...> - 2009-08-14 04:31:45
|
That is more of a question about your wrapper. If you have a GLES 1.1 -> OpenGL/Mesa wrapper, then you can use the wrapper to call into either the MSFT OpenGL implementation or the Mesa implementation. The former is hardware accelerated and the latter is all software. If you want to use a GLES 2.0 app, then you'll need a new wrapper for GLES 2.0 -> OpenGL/Mesa. The wrapper is completely different, if even possible, and the same statement applies regarding performance. As Brian pointed out, you also (will) have the option of using the new GLES implementation within Mesa itself, which can use the Gallium softpipe. I don't know yet how/if that works with the Windows GDI driver. I hope to look into that someday. Finally, if your real goal is to develop GLES apps in the Windows environment, I believe AMD offers a GLES implementation that is hardware accelerated on Windows. I played with it for awhile and started a port of the gears app to GLES 2.0. I am not aware of a similar offering from nVidia, but it has been awhile since I looked. Karl On Thu, Aug 13, 2009 at 9:17 PM, vinit bansal <ban...@gm...>wrote: > For 1.1 program, there should not be a problem. But what about any 2.0 > application.. in that case i cant call OpenGL on Windows from my wrapper, > right ? > My basic aim is to use 2.0 program for my application, for 1.1 i have n > number of options. > > On Thu, Aug 13, 2009 at 8:14 PM, Karl Schultz <kar...@gm...>wrote: > >> No. That would require that a driver be written for each graphics card. >> Since vendors already supply OpenGL drivers on Windows, there is little >> incentive to repeat the work in Mesa for Windows. I suppose that one could >> do it if they had the appropriate hw specs. >> >> A couple of notes back in this thread you said that you had a wrapper for >> opengl-es functions, which supposedly called Mesa. Why not just use the >> stock Windows OpenGL and the drivers that are appropriate for your graphics >> card? IOW, why use Mesa at all for this? Why don't you simply call OpenGL >> on Windows from your wrapper? >> >> >> On Wed, Aug 12, 2009 at 9:08 PM, vinit bansal <ban...@gm...>wrote: >> >>> Hi Karl, >>> Thanks for your reply. >>> Yes, you are right. I am using MESA on windows. >>> But is there a way to use h/w accelaration in MESA on windows? >>> >>> Thanks & Regards >>> Vinit >>> >>> On Wed, Aug 12, 2009 at 10:57 PM, Karl Schultz < >>> kar...@gm...> wrote: >>> >>>> Are you using the Mesa windows (gdi) driver? It is 100% software, so >>>> performance will be slow. >>>> >>>> Also, if you are on Windows, the standard timer is very low resolution. >>>> If I remember right, that timer has about a 16 ms period, which may explain >>>> the values you are getting. If you want higher resolution, then use the >>>> multimedia timer, or time things that take longer. >>>> >>>> On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal < >>>> ban...@gm...> wrote: >>>> >>>>> Hi Brian, >>>>> Actually i wrote a wrapper for all opengl-es functions so that it'll >>>>> call our gl fuction only. >>>>> for ex for glorthox, internally in my wrapper i'll call glotho only. >>>>> this way i m able to run my opengl-es program using MESA .. :D:D >>>>> >>>>> My aim is , I want to know how much time my WGL calls are taking. >>>>> So i used clock function. >>>>> >>>>> here is my code: >>>>> >>>>> long start,end,time; >>>>> start = clock(); >>>>> wglcreatecontext(); >>>>> end = clock(); >>>>> time = end-start; >>>>> fprintf("print this time in file"); >>>>> >>>>> same i did for wglmakecurrent/glreadpixels etc ... >>>>> prob is , i am drawing a single frame again and again still i m getting >>>>> every time diff value. >>>>> >>>>> please find my attach logs. >>>>> >>>>> for *glreadpixels:* >>>>> *glreadpixels : 0.000000 mSec* >>>>> *glreadpixels : 16.000000 mSec* >>>>> *glreadpixels : 16.000000 mSec* >>>>> *glreadpixels : 0.000000 mSec* >>>>> *glreadpixels : 0.000000 mSec* >>>>> *glreadpixels : 16.000000 mSec* >>>>> *glreadpixels : 0.000000 mSec* >>>>> *glreadpixels : 15.000000 mSec* >>>>> *glreadpixels : 16.000000 mSec* >>>>> *glreadpixels : 0.000000 mSec* >>>>> *glreadpixels : 0.000000 mSec* >>>>> *glreadpixels : 16.000000 mSec* >>>>> *glreadpixels : 0.000000 mSec* >>>>> *glreadpixels : 16.000000 mSec* >>>>> *glreadpixels : 0.000000 mSec* >>>>> *glreadpixels : 16.000000 mSec >>>>> * >>>>> >>>>> for *wglCreateContext and wglMakeCurrent:* >>>>> *wglCreateContext : 0.000000 mSec >>>>> wglMakeCurrent : 16.000000 msec* >>>>> ** >>>>> *wglCreateContext : 0.000000 mSec >>>>> wglMakeCurrent : 16.000000 msec* >>>>> >>>>> *wglCreateContext : 0.000000 mSec >>>>> wglMakeCurrent : 0.000000 msec* >>>>> ** >>>>> I dont know why this time is different in each call? >>>>> ** >>>>> *Best regards* >>>>> *Vinit* >>>>> >>>>> >>>>> >>>>> On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...> wrote: >>>>> >>>>>> vinit bansal wrote: >>>>>> >>>>>>> Hi All, >>>>>>> I tried some opengl 2.0 es example using MESA. >>>>>>> I am able to render it properly but performance is not so good. >>>>>>> Is there any flag i need to enable to use optimized performance from >>>>>>> Mesa? >>>>>>> What is the meaning of performance data ? >>>>>>> What all it should include? >>>>>>> >>>>>> >>>>>> So you're using the opengl-es branch? You're probably using the >>>>>> "softpipe" gallium driver. >>>>>> >>>>>> What kind of GPU do you have? >>>>>> >>>>>> -Brian >>>>>> >>>>>> >>>>>> >>>>> >>>>> >>>>> ------------------------------------------------------------------------------ >>>>> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 >>>>> 30-Day >>>>> trial. Simplify your report design, integration and deployment - and >>>>> focus on >>>>> what you do best, core application coding. Discover what's new with >>>>> Crystal Reports now. http://p.sf.net/sfu/bobj-july >>>>> _______________________________________________ >>>>> Mesa3d-users mailing list >>>>> Mes...@li... >>>>> https://lists.sourceforge.net/lists/listinfo/mesa3d-users >>>>> >>>>> >>>> >>> >> > |
From: vinit b. <ban...@gm...> - 2009-08-14 05:33:09
|
>>As Brian pointed out, you also (will) have the option of using the new GLES implementation within Mesa itself, which can use >>the Gallium softpipe. I don't know yet how/if that works with the Windows GDI driver. I hope to look into that someday. Is GLES support there in MESA 7.5 ?? I am not aware of that .. :O I'll check it, how it works On Fri, Aug 14, 2009 at 10:01 AM, Karl Schultz <kar...@gm...>wrote: > That is more of a question about your wrapper. > > If you have a GLES 1.1 -> OpenGL/Mesa wrapper, then you can use the wrapper > to call into either the MSFT OpenGL implementation or the Mesa > implementation. The former is hardware accelerated and the latter is all > software. > > If you want to use a GLES 2.0 app, then you'll need a new wrapper for GLES > 2.0 -> OpenGL/Mesa. The wrapper is completely different, if even possible, > and the same statement applies regarding performance. > > As Brian pointed out, you also (will) have the option of using the new GLES > implementation within Mesa itself, which can use the Gallium softpipe. I > don't know yet how/if that works with the Windows GDI driver. I hope to > look into that someday. > > Finally, if your real goal is to develop GLES apps in the Windows > environment, I believe AMD offers a GLES implementation that is hardware > accelerated on Windows. I played with it for awhile and started a port of > the gears app to GLES 2.0. I am not aware of a similar offering from > nVidia, but it has been awhile since I looked. > > Karl > > > > On Thu, Aug 13, 2009 at 9:17 PM, vinit bansal <ban...@gm...>wrote: > >> For 1.1 program, there should not be a problem. But what about any 2.0 >> application.. in that case i cant call OpenGL on Windows from my wrapper, >> right ? >> My basic aim is to use 2.0 program for my application, for 1.1 i have n >> number of options. >> >> On Thu, Aug 13, 2009 at 8:14 PM, Karl Schultz <kar...@gm... >> > wrote: >> >>> No. That would require that a driver be written for each graphics card. >>> Since vendors already supply OpenGL drivers on Windows, there is little >>> incentive to repeat the work in Mesa for Windows. I suppose that one could >>> do it if they had the appropriate hw specs. >>> >>> A couple of notes back in this thread you said that you had a wrapper for >>> opengl-es functions, which supposedly called Mesa. Why not just use the >>> stock Windows OpenGL and the drivers that are appropriate for your graphics >>> card? IOW, why use Mesa at all for this? Why don't you simply call OpenGL >>> on Windows from your wrapper? >>> >>> >>> On Wed, Aug 12, 2009 at 9:08 PM, vinit bansal <ban...@gm...>wrote: >>> >>>> Hi Karl, >>>> Thanks for your reply. >>>> Yes, you are right. I am using MESA on windows. >>>> But is there a way to use h/w accelaration in MESA on windows? >>>> >>>> Thanks & Regards >>>> Vinit >>>> >>>> On Wed, Aug 12, 2009 at 10:57 PM, Karl Schultz < >>>> kar...@gm...> wrote: >>>> >>>>> Are you using the Mesa windows (gdi) driver? It is 100% software, so >>>>> performance will be slow. >>>>> >>>>> Also, if you are on Windows, the standard timer is very low >>>>> resolution. If I remember right, that timer has about a 16 ms period, which >>>>> may explain the values you are getting. If you want higher resolution, then >>>>> use the multimedia timer, or time things that take longer. >>>>> >>>>> On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal < >>>>> ban...@gm...> wrote: >>>>> >>>>>> Hi Brian, >>>>>> Actually i wrote a wrapper for all opengl-es functions so that it'll >>>>>> call our gl fuction only. >>>>>> for ex for glorthox, internally in my wrapper i'll call glotho only. >>>>>> this way i m able to run my opengl-es program using MESA .. :D:D >>>>>> >>>>>> My aim is , I want to know how much time my WGL calls are taking. >>>>>> So i used clock function. >>>>>> >>>>>> here is my code: >>>>>> >>>>>> long start,end,time; >>>>>> start = clock(); >>>>>> wglcreatecontext(); >>>>>> end = clock(); >>>>>> time = end-start; >>>>>> fprintf("print this time in file"); >>>>>> >>>>>> same i did for wglmakecurrent/glreadpixels etc ... >>>>>> prob is , i am drawing a single frame again and again still i m >>>>>> getting every time diff value. >>>>>> >>>>>> please find my attach logs. >>>>>> >>>>>> for *glreadpixels:* >>>>>> *glreadpixels : 0.000000 mSec* >>>>>> *glreadpixels : 16.000000 mSec* >>>>>> *glreadpixels : 16.000000 mSec* >>>>>> *glreadpixels : 0.000000 mSec* >>>>>> *glreadpixels : 0.000000 mSec* >>>>>> *glreadpixels : 16.000000 mSec* >>>>>> *glreadpixels : 0.000000 mSec* >>>>>> *glreadpixels : 15.000000 mSec* >>>>>> *glreadpixels : 16.000000 mSec* >>>>>> *glreadpixels : 0.000000 mSec* >>>>>> *glreadpixels : 0.000000 mSec* >>>>>> *glreadpixels : 16.000000 mSec* >>>>>> *glreadpixels : 0.000000 mSec* >>>>>> *glreadpixels : 16.000000 mSec* >>>>>> *glreadpixels : 0.000000 mSec* >>>>>> *glreadpixels : 16.000000 mSec >>>>>> * >>>>>> >>>>>> for *wglCreateContext and wglMakeCurrent:* >>>>>> *wglCreateContext : 0.000000 mSec >>>>>> wglMakeCurrent : 16.000000 msec* >>>>>> ** >>>>>> *wglCreateContext : 0.000000 mSec >>>>>> wglMakeCurrent : 16.000000 msec* >>>>>> >>>>>> *wglCreateContext : 0.000000 mSec >>>>>> wglMakeCurrent : 0.000000 msec* >>>>>> ** >>>>>> I dont know why this time is different in each call? >>>>>> ** >>>>>> *Best regards* >>>>>> *Vinit* >>>>>> >>>>>> >>>>>> >>>>>> On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul <br...@vm...>wrote: >>>>>> >>>>>>> vinit bansal wrote: >>>>>>> >>>>>>>> Hi All, >>>>>>>> I tried some opengl 2.0 es example using MESA. >>>>>>>> I am able to render it properly but performance is not so good. >>>>>>>> Is there any flag i need to enable to use optimized performance from >>>>>>>> Mesa? >>>>>>>> What is the meaning of performance data ? >>>>>>>> What all it should include? >>>>>>>> >>>>>>> >>>>>>> So you're using the opengl-es branch? You're probably using the >>>>>>> "softpipe" gallium driver. >>>>>>> >>>>>>> What kind of GPU do you have? >>>>>>> >>>>>>> -Brian >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>>> >>>>>> ------------------------------------------------------------------------------ >>>>>> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 >>>>>> 30-Day >>>>>> trial. Simplify your report design, integration and deployment - and >>>>>> focus on >>>>>> what you do best, core application coding. Discover what's new with >>>>>> Crystal Reports now. http://p.sf.net/sfu/bobj-july >>>>>> _______________________________________________ >>>>>> Mesa3d-users mailing list >>>>>> Mes...@li... >>>>>> https://lists.sourceforge.net/lists/listinfo/mesa3d-users >>>>>> >>>>>> >>>>> >>>> >>> >> > |
From: Brian P. <br...@vm...> - 2009-08-14 14:20:18
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The Mesa GLES code is still on a separate openg-es branch in git. I'm planning tomerge it to master for the 7.6 release. -Brian vinit bansal wrote: > >>As Brian pointed out, you also (will) have the option of using the > new GLES implementation within Mesa itself, which can use >>the Gallium > softpipe. I don't know yet how/if that works with the Windows GDI > driver. I hope to look into that someday. > > Is GLES support there in MESA 7.5 ?? > I am not aware of that .. :O > I'll check it, how it works > > > On Fri, Aug 14, 2009 at 10:01 AM, Karl Schultz <kar...@gm... > <mailto:kar...@gm...>> wrote: > > That is more of a question about your wrapper. > > If you have a GLES 1.1 -> OpenGL/Mesa wrapper, then you can use the > wrapper to call into either the MSFT OpenGL implementation or the > Mesa implementation. The former is hardware accelerated and the > latter is all software. > > If you want to use a GLES 2.0 app, then you'll need a new wrapper > for GLES 2.0 -> OpenGL/Mesa. The wrapper is completely different, > if even possible, and the same statement applies regarding performance. > > As Brian pointed out, you also (will) have the option of using the > new GLES implementation within Mesa itself, which can use the > Gallium softpipe. I don't know yet how/if that works with the > Windows GDI driver. I hope to look into that someday. > > Finally, if your real goal is to develop GLES apps in the Windows > environment, I believe AMD offers a GLES implementation that is > hardware accelerated on Windows. I played with it for awhile and > started a port of the gears app to GLES 2.0. I am not aware of a > similar offering from nVidia, but it has been awhile since I looked. > > Karl > > > > On Thu, Aug 13, 2009 at 9:17 PM, vinit bansal > <ban...@gm... <mailto:ban...@gm...>> wrote: > > For 1.1 program, there should not be a problem. But what about > any 2.0 application.. in that case i cant call OpenGL on Windows > from my wrapper, right ? > My basic aim is to use 2.0 program for my application, for 1.1 i > have n number of options. > > On Thu, Aug 13, 2009 at 8:14 PM, Karl Schultz > <kar...@gm... <mailto:kar...@gm...>> wrote: > > No. That would require that a driver be written for each > graphics card. Since vendors already supply OpenGL drivers > on Windows, there is little incentive to repeat the work in > Mesa for Windows. I suppose that one could do it if they > had the appropriate hw specs. > > A couple of notes back in this thread you said that you had > a wrapper for opengl-es functions, which supposedly called > Mesa. Why not just use the stock Windows OpenGL and the > drivers that are appropriate for your graphics card? IOW, > why use Mesa at all for this? Why don't you simply call > OpenGL on Windows from your wrapper? > > > On Wed, Aug 12, 2009 at 9:08 PM, vinit bansal > <ban...@gm... <mailto:ban...@gm...>> wrote: > > Hi Karl, > Thanks for your reply. > Yes, you are right. I am using MESA on windows. > But is there a way to use h/w accelaration in MESA on > windows? > > Thanks & Regards > Vinit > > On Wed, Aug 12, 2009 at 10:57 PM, Karl Schultz > <kar...@gm... > <mailto:kar...@gm...>> wrote: > > Are you using the Mesa windows (gdi) driver? It is > 100% software, so performance will be slow. > > Also, if you are on Windows, the standard timer is > very low resolution. If I remember right, that > timer has about a 16 ms period, which may explain > the values you are getting. If you want higher > resolution, then use the multimedia timer, or time > things that take longer. > > On Tue, Aug 11, 2009 at 10:52 PM, vinit bansal > <ban...@gm... > <mailto:ban...@gm...>> wrote: > > Hi Brian, > Actually i wrote a wrapper for all opengl-es > functions so that it'll call our gl fuction only. > for ex for glorthox, internally in my wrapper > i'll call glotho only. > this way i m able to run my opengl-es program > using MESA .. :D:D > > My aim is , I want to know how much time my WGL > calls are taking. > So i used clock function. > > here is my code: > > long start,end,time; > start = clock(); > wglcreatecontext(); > end = clock(); > time = end-start; > fprintf("print this time in file"); > > same i did for wglmakecurrent/glreadpixels etc ... > prob is , i am drawing a single frame again and > again still i m getting every time diff value. > > please find my attach logs. > > for *glreadpixels:* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 15.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec* > *glreadpixels : 0.000000 mSec* > *glreadpixels : 16.000000 mSec > * > > for *wglCreateContext and wglMakeCurrent:* > *wglCreateContext : 0.000000 mSec > wglMakeCurrent : 16.000000 msec* > ** > *wglCreateContext : 0.000000 mSec > wglMakeCurrent : 16.000000 msec* > > *wglCreateContext : 0.000000 mSec > wglMakeCurrent : 0.000000 msec* > ** > I dont know why this time is different in each call? > ** > *Best regards* > *Vinit* > > > > On Tue, Aug 11, 2009 at 8:14 PM, Brian Paul > <br...@vm... <mailto:br...@vm...>> > wrote: > > vinit bansal wrote: > > Hi All, > I tried some opengl 2.0 es example using > MESA. > I am able to render it properly but > performance is not so good. > Is there any flag i need to enable to > use optimized performance from Mesa? > What is the meaning of performance data ? > What all it should include? > > > So you're using the opengl-es branch? > You're probably using the "softpipe" > gallium driver. > > What kind of GPU do you have? > > -Brian > > > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free > Crystal Reports 2008 30-Day > trial. Simplify your report design, integration > and deployment - and focus on > what you do best, core application coding. > Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > Mesa3d-users mailing list > Mes...@li... > <mailto:Mes...@li...> > https://lists.sourceforge.net/lists/listinfo/mesa3d-users > > > > > > > |