From: Boris P. <bo...@za...> - 2005-09-17 19:12:08
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Aapo Tahkola wrote: > On Sat, 17 Sep 2005 14:05:11 +0200 > Rune Petersen <ru...@me...> wrote: > > >>Bernardo Innocenti wrote: >> >>>Roland Scheidegger wrote: >>> >>> >>> >>>>>I've just noticed I have page-flipping enabled in my xorg.conf. >>>>>I can't afford to crash my X session at this time, but I'll >>>>>try disabling it later. >>>> >>>>Works just fine for me (x86, latest drm, latest Mesa, rv250, >>>>pageflipping, color tiling, hyperz). My xorg is a bit "outdated" though >>>>(one week old). >>> >>> >>>Hmmm... I'm on x86_64. Perhaps it's a bug in the >>>DRM ioctl32 code? >>> >>>Neverball for x86_64 works fine btw... I shall try with >>>a 32bit version too. >>> >> >>You may also want to try this patch, which makes quake3 more stable on >>my R420 card. > > > Really? > Could you try if demos/lodbias works for you? > > >>or you can try setting r_textureMode to "GL_NEAREST_MIPMAP_NEAREST" and >>try using 16 bit textures (r_texturebits). > > > Fixes in this patch: > -Invalid mipmap filters chosen > -Fix and enable cube maps > -Fix command buffer corruption caused by r300EmitBlit > -Fix bad temp count for vsf(fixes lots of little problems with it) > This is a really nice patch. I've been playing with Ogre3D and thought of trying all it's samples and sending the result and frame rates to dri-devel. After I saw this, I re-ran all the samples with the patch applied. I ran all the tests on an athlon 2.5GHZ with radeon 9800 pro, after running fglrx first. I ran the tests in an 800x600 window in a 1024x768x32 resolution. Here's what I got: Order is: test, opinion, average, maximum, minimum frame rates If I don't write something, it means there was no change. Bezier: OK, 97.9, 547.9, 6.4 After patch: 308, 541, 19 CameraTrack: OK, 204, 210.1, 70.6 CelShading: pretty bad- the cell is full of squares, 79, 79.8, 42.8 After patch: almost all white, only edges look OK CubeMapping: only possible after patch: OK, 8.64, 10.86, 0.527 DeferredShading: It says "Your card does not support at least two simulataneous render targets, so cannot run this demo. Sorry!." With fglrx this sample runs, but I didn't see anything except the fps Dot3Bump: Refused running After patch: Runs...detail by mapping: Specular: Can see black squares interchanged with the material totally Basic: all ok NormalMapped: a bit broken into triangles NormalMappedSpecular: white and red squares under any lighting bump mapping-multi light specular: all breakages possible in one bump mapping-single light: less breakage, some triangles, a little tv-like interpolation bump mapping-multi light: same as single light 55, 340, 3 DynTex: OK, 61.3, 62.1, 17.9 EnvMapping: OK, 251, 418, 74 After patch: 280, 580, 47 Fresnel: gives fragment shader errors, unknown fpi->Opcode 30,20,21,2 Grass: the cell looks pretty bad-red green and black squares with strange color in between, 44, 137, 21 Gui: OK, 4.88, 11.09, 0.78 Lighting: OK, 234, 529, 1 ParticleFX: OK, 164, 264, 1 RenderToTexture: OK, 4.8, 4.9, 0.7 Got a warning here: *********************************WARN_ONCE********************************* File r300_tex.c function r300TexEnv line 819 I am broken - Fixme ! SkeletalAnimation: OK, 164, 503, 50 Transparency: OK, 111, 238, 1.5 Water: broken textures-first texture is pure white instead of more water like transparent, 26, 33, 1 After patch: Much better, first texture fixed, water reflection seen, still some texture breaking into triangles. I also got some warnings about using elt buffers. There are 2-3 more samples, but they all looked fine and they're speed didn't really change after the patch. Boris Peterbarg |