From: Georg Z. <geo...@un...> - 2014-07-27 22:52:45
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Some more testing: My newer netbook, AMD APU1200/RadeonHD8180/OpenGL4.2: V0.13-OpenGL: About 25fps. V0.13-MESA: about 4 fps self-compiled no-bit-field branch with MSVC2013express/Qt5.3.1/ANGLE: GL renderer is: "ANGLE (AMD Radeon HD 8180 Direct3D9Ex vs_3_0 ps_3_0)". GL shading support is "OpenGL ES GLSL ES 1.00 (ANGLE 1.3.5bb7ec572d0a)" +) I can confirm the shaders work here, so vs_3/ps_3 hardware is utilized successfully. -) But Framerate with ANGLE is even less than 4fps! Compare that to above figures. Can untangling the bitfields explain this slowdown, or (my guess) is this Angle translation so slow? This again would show that a proper OpenGL version is a must IMHO. Kind regards, Georg On So, 27.07.2014, 17:12, Georg Zotti wrote: > So then, a test for shader level compatibility, and consequent alternative > shaders, must be added. > > My GMA3150 (Atom N450; native support for OpenGL1.4/DirectX 9c) claims: > GL renderer is: "ANGLE (Intel(R) Graphics Media Accelerator 3150 > Direct3D9Ex vs_0_0 ps_2_0)". > > Huh - what is vs_0_0 ? > > In StelMainView.cpp, I added a line 303 > > qDebug() << "GL shading support is" << QString(reinterpret_cast<const > char*>(glGetString(GL_SHADING_LANGUAGE_VERSION))); > > My NVidia GTX 580M returns (on my MinGW/OpenGL build here...): > GL shading support is "4.40 NVIDIA via Cg compiler" > The Atom N450 says, on the freshly upgraded Qt5.3.1/MSVC2013/ANGLE: > > GL shading support is "OpenGL ES GLSL ES 1.00 (ANGLE 1.3.5bb7ec572d0a)" > > indicating language level GLSL ES1.0 should indeed be available (note > about confusion with version numbers: this is not OpenGL ES1.0, but GLSL > ES1.0 whch belongs to OpenGL ES 2.0!). I have not yet made a test with an > ANGLE build on capable hardware, which might then show another message. > > Likely lots of the old/cheap hardware will show similar messages, so > alternative "lightweight" shaders would be required, like the OpenGL1 > fallback mode of earlier times, only (hopefully) autodetected? > > G. > > > On So, 27.07.2014, 14:03, Alexander Wolf wrote: >> Hi! >> >> 2014-07-27 16:38 GMT+07:00 Georg Zotti <geo...@un...>: > >>> I cannot find any info on how to programmatically check shader level > support from the GPU: is Angle limited to pixelshader2, vertexshader2 > and >>> the shaders fail on every Angle system, or would it compile vs_3, ps_3 >>> if >>> the graphics card supports this, i.e., does the startup message on a > capable system mention vs_3/ps_3 support? >> >> If system is supported vs_3/ps_3 then it will be used. |