From: Georg Z. <geo...@un...> - 2014-08-10 00:03:39
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Hi! I just saw the test builds of 0.13.0.80 available and started testing on the PCs in my reach. Most interesting for me was ANGLE on my Atom netbook with mediocre GMA3150. Like before, the shader programs are too long :-( Fabien, the startup diagnostics for win32 ANGLE versions seem to always come with answer like GL renderer is "ANGLE (Intel(R) Graphics Media Accelerator 3150 Direct3D9Ex vs_0_0 ps_2_0)" GL renderer is "ANGLE (Intel(R) HD Graphics 3000 Direct3D9Ex vs_3_0 ps_3_0)" (about 60 fps here) or, on a more capable system (which I will not use with ANGLE, it's 196fps native vs. 60fps ANGLE!): GL renderer is "ANGLE (NVIDIA GeForce GTX 580M Direct3D9Ex vs_3_0 ps_3_0)" >From this I see a way of discerning shader capabilities of the graphics hardware if running ANGLE. (Testing the ps_2_0 or ps_3_0 answer.) Would it be possible for you to develop alternative ultra-simple shaders (no shadows, no normal mapping, etc.) for the minimal-hardware systems? The Atom/GMA3150 returns vs_0_0, would that in general be a kill-me answer indicating that ANGLE cannot support this platform in any way? ( -->MESA fallback...) Kind regards, Georg |
From: Alexander W. <ale...@gm...> - 2014-08-10 11:35:23
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Hi! 2014-08-10 7:03 GMT+07:00 Georg Zotti <geo...@un...>: > > Most interesting for me was ANGLE on my Atom netbook with mediocre > GMA3150. Like before, the shader programs are too long :-( > > Fabien, the startup diagnostics for win32 ANGLE versions seem to always > come with answer like > > GL renderer is "ANGLE (Intel(R) Graphics Media Accelerator 3150 > Direct3D9Ex vs_0_0 ps_2_0)" > > > GL renderer is "ANGLE (Intel(R) HD Graphics 3000 Direct3D9Ex vs_3_0 > ps_3_0)" > (about 60 fps here) > > > or, on a more capable system (which I will not use with ANGLE, it's 196fps > native vs. 60fps ANGLE!): > > GL renderer is "ANGLE (NVIDIA GeForce GTX 580M Direct3D9Ex vs_3_0 > ps_3_0)" > > > >From this I see a way of discerning shader capabilities of the graphics > hardware if running ANGLE. (Testing the ps_2_0 or ps_3_0 answer.) Would it > be possible for you to develop alternative ultra-simple shaders (no > shadows, no normal mapping, etc.) for the minimal-hardware systems? > Georg, can you remove highp and mediump instructions from shaders (like at http://bazaar.launchpad.net/~stellarium/stellarium/trunk/revision/6848) and check it again? -- With best regards, Alexander |
From: Georg Z. <geo...@un...> - 2014-08-10 12:00:20
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I just added a branch gz-opengl-init to get better diagnostics on various systems. Currently downloading to the netbook... It should run within the next 5 hours or so. On highp etc: See Qt Help on QOpenGLShaderProgram, section "Writing Portable Shaders". The QOpenGLShaderProgram class makes the process of writing portable shaders easier by prefixing all shader programs with the following lines on desktop OpenGL: #define highp #define mediump #define lowp So I understand these words are defined and influence precision (bit width) in GLES, and set to empty dummies in Desktop OpenGL/GLSL. G. On So, 10.08.2014, 13:35, Alexander Wolf wrote: > Hi! > > 2014-08-10 7:03 GMT+07:00 Georg Zotti <geo...@un...>: > >> >> Most interesting for me was ANGLE on my Atom netbook with mediocre >> GMA3150. Like before, the shader programs are too long :-( >> >> Fabien, the startup diagnostics for win32 ANGLE versions seem to always >> come with answer like >> >> GL renderer is "ANGLE (Intel(R) Graphics Media Accelerator 3150 >> Direct3D9Ex vs_0_0 ps_2_0)" >> >> >> GL renderer is "ANGLE (Intel(R) HD Graphics 3000 Direct3D9Ex vs_3_0 >> ps_3_0)" >> (about 60 fps here) >> >> >> or, on a more capable system (which I will not use with ANGLE, it's >> 196fps >> native vs. 60fps ANGLE!): >> >> GL renderer is "ANGLE (NVIDIA GeForce GTX 580M Direct3D9Ex vs_3_0 >> ps_3_0)" >> >> >> >From this I see a way of discerning shader capabilities of the graphics >> hardware if running ANGLE. (Testing the ps_2_0 or ps_3_0 answer.) Would >> it >> be possible for you to develop alternative ultra-simple shaders (no >> shadows, no normal mapping, etc.) for the minimal-hardware systems? >> > > Georg, can you remove highp and mediump instructions from shaders (like at > http://bazaar.launchpad.net/~stellarium/stellarium/trunk/revision/6848) > and > check it again? > > -- > With best regards, Alexander > |
From: Georg Z. <geo...@un...> - 2014-08-10 19:43:20
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Find attached a log with the Atom, representing weak hardware with only ps_2_0 support. These (esp. lots of Intel GMA systems) are likely also the ones which would not be able to run a real OpenGL version, so I see need for alternative ps_2_0 (GLSL 1.2) shader programs. Either this (running still reasonably fast via ANGLE (about 7-10fps vs. 2-3fps with MESA)), or a MESA fallback, or system requirements should climb to "Hardware with PixelShader 3 (DirectX10)/GLSL1.30 (OpenGL3.0) support". Kind regards, Georg On So, 10.08.2014, 14:00, Georg Zotti wrote: > I just added a branch gz-opengl-init to get better diagnostics on various > systems. Currently downloading to the netbook... It should run within the > next 5 hours or so. > |