On Fri, Aug 26, 2011 at 23:10, Ingvaldur Sigurjonsson
<[email protected]> wrote:
> On 08/26/2011 02:26 AM, Carsten Haitzler (The Rasterman) wrote:
>> On Thu, 25 Aug 2011 23:27:09 +0200 Ingvaldur Sigurjonsson
>> <[email protected]>  said:
>>
>>> This is a sad read. I've read some similar complaints on the wine
>>> buglist were they're complaining about the lack of shader support on fglrx.
>>>
>>> Dont know AMD's stand on this point, but wouldn't it be in their
>>> interest to fix this ?
>>>
>>> My last two motherboards have had integrated AMD Radeon HD gfx chips (HD
>>> 3200, HD 4290) and more will be coming with all this Fusion thingy on
>>> it's way.
>>> It's just plain [bs]ad that they wont be supported.
>> let me clear this up. fglrx drivers DO support GLSL shaders well if the GPU
>> does it. what they screw up with is other things. stability for one. where on
>> other drivers things are rock stable, on fglrx things occasionally crash. and
>> that brings me to when i started working on compositing. this requires i make
>> texture-from-pixmap work. i started with a test app. i created pixmaps and
>> tried to make textures from them. i spent DAYS trying to make it work. 
>> nothing
>> did. i banged my head on my desk again and again. the ati card based machine
>> was all i had to work with. eventually just on a whim i renamed my executable
>> to "compiz". SUDDENLY it worked. zero code changes. that royally pissed me 
>> off.
>> it stunned me. sure - in newer fglrx drivers they fixed this, and thats the
>> only reason compositing kind-of-works with e+fglrx, BUT.. the fact that ati
>> driver developers would have the audacity to go "hey.. we will only make this
>> feature work if you are compiz" amazes me. i just have ZERO trust in their
>> work. the last time i tried texture-from-pixmap would work but get you segv's
>> relatively frequently AND... it will just miss updates (eg a blinking xterm
>> xursor will just miss blinks, or text draws get missed by xterm etc.) this is
>> with direct rendering which works just dandily on nvidia and intel drivers.
>>
>> all of this is another burn i had with fglrx+ati. years ago on an R250 i had 
>> in
>> a dell laptop... i used the fglrx drivers because it was the ONLY way to
>> support 3d. guess what? instability, bugs, low featureset in gl (lots of
>> extensions that should have been supported were not) and i threw in the towel
>> on ati then. this is the 2nd time ati and its closed drivers have burned me
>> with bugs and poor implementation. it hasnt improved much over the past 8 or 
>> so
>> years.
>>
>> admittedly there are "open drivers". when i got my more recent ati (the one i
>> was doing compositing work on) i tried the radeon drivers (open ones). my gpu
>> was "too new" and wasn't properly supported. this was maybe 2 years ago or 
>> so,
>> i had to go fglrx. i havent tried the open ones, but given some reports from
>> users with evas+gl a while back, the open drivers simply didn't do GLSL on 
>> their
>> ati cards even though the hw can. the GLSL compiling failed at runtime. so
>> their experience - maybe 9 months ago or so was "shaders no workie". this may
>> have now been fixed, but frankly, i stopped caring. i have been burnt by the
>> ati/amd world and i ditched that laptop with ati in it and have since been
>> happy and able to do development with many fewer hassles on nvidia. if the
>> fglrx drivers have improved - fine, or if the open radeon drivers now better
>> support shaders - then fine, but my experience and thus my advice is... "keep
>> clear of ati if you want stuff to work".
>>
>> i am a developer and i have enough issues and bugs in my code to sort out 
>> until
>> its working and dont have the time to deal with a mountain of bugs inside the
>> drivers i depend on. evas's gl engine works a charm on opengl-es2 drivers 
>> from
>> commercial vendors. it works a charm on nvidia's closed drivers on desktop. 
>> it
>> works dandily on nvidia's tegra2 opengl-es2 drivers. it works find on the 
>> intel
>> GMA3150 and 945gm based devices i have here (with 1 problem  the gma3150 
>> doesnt
>> have hardware vertex shaders (does have hw fragment shaders) so it emulated
>> vertex shaders in software which means... slow performance if you throw lots
>> of geometry at the gpu - rather poor form there intel! :(  at least newer 
>> intel
>> gpu's no longer have this problem - one day i will get around to working 
>> around
>> this by having less geometry to throw at the gpu in some evas modes, but i'll
>> do that when i improve evas's rendering core next). so the one gpu i have had
>> major problems with that made me entirely abandon entire machines over were 
>> the
>> ati drivers. both open and closed. i don't have any good experiences with ati
>> to talk about. if i did - i'd day so here.
>>
> I totally understand your frustration over amd's propritary drivers
> (fglrx,...) and cant do nothing more than sending you some virtual
> sympathy hugs.
>
> I've regularly been trying new versions of the fglrx because I'm
> optimistic that they fix all known issues in every release. I know
> better now after having thought about my previous experience, your
> answer and by digging through several bug-reports wrg shaders (see [1]
> and [2]). I guess the AMD driver developers are forced to focus on
> Windows driver and only get to throw some rest bits to the Linux
> counterpart on their free time, atleast I get that impression.
>
> So I removed the 11.8 fglrx and reinstalled mesa-libGL (Fedora 15),
> rebootet, and again chose Engine=OpenGL in settings. Voila ! E17 works
> like a charm.
>
> glxinfo gives me this:
> OpenGL vendor string: X.Org
> OpenGL renderer string: Gallium 0.4 on AMD RS880
> OpenGL version string: 2.1 Mesa 7.11
> OpenGL shading language version string: 1.20
>
> Dont know if the shading lang. version is high enough for Evas, but the
> current speed and effects are more than enough for me and my desktop.
>
> I even downloaded, built and tried the 'piglit'-testsuite, but they
> failed both in the sanity tests. The test when run with fglrx looked
> much worse than when running on Gallium/Mesa/radeon thingy, it looked
> all greek to me so I just opened me a beer.
>
> Would that be an option for you/E-folks, to use piglit to determine if
> it's worth any effort to make E/Evas run on fgrlx. I.e. when the basic
> shader tests wont pass in piglit, then you can just continue ignoring fglrx.
>
> The ultimate goal would be to have a functioning driver for the
> underlying hardware which provides hardware acc. to the degree its built
> for. At least I would be happy for that but I guess that will have to
> stay on my wishlist.
>
> Regards
> - Ingi
>
> [1] http://bugs.winehq.org/show_bug.cgi?id=7411
> [2] http://www.amdzone.com/phpbb3/viewtopic.php?f=508&t=138540
>

For what it's worth: yes, fglrx sucks, everybody knows that, BUT I
don't have much trouble with it and e17. composite works, it is
generally stable and all features work like they should.
The _only_ thing that is trouble here is the invisible root-window
which makes it impossible to use the nice detorious theme because
everything becomes semi-transparent.

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