On 10/31/2012 07:41 AM, Jerome Glisse wrote:
For it to look right we need mesa to call into the kernel to tell the
kernel what is the bo tiling format. We should do that for scanout
buffer. This will fix your issue and you probably want 2d tiled not 1d
for scanout.
Anyway, since I do need this,
On 10/30/2012 05:20 PM, Tzvetan Mikov wrote:
Thanks a lot! I reproduced the same results here and I think I have
figured out what the problem is. The frame buffer is always created in
linear mode. The temporary hack included below doubles the performance
for me with EGL.
Could you please check
m new to Mesa, but I am making my way through the
code base.
regards,
Tzvetan
commit 10bb3497caba1655022a53a3a04c81be6e122faa
Author: Tzvetan Mikov
Date: Tue Oct 30 17:12:42 2012 -0700
r600_texture.c: HACK to enforce tiling in the default case
diff --git a/src/gallium/drivers
On 10/30/2012 07:12 AM, Patrick Baggett wrote:
> Is your screen refresh rate 70 Hz? Because if so, that means that it's
> syncing to the vblank on Mesa, and not doing so on the proprietary one.
Unfortunately no. In fact the Gallium EGL/R600 doesn't support flip on
vsync at all - eglSwapInterval is
On 10/28/2012 12:56 PM, Tzvetan Mikov wrote:
On 10/28/2012 04:26 AM, Marek Olšák wrote:
No, there is no X11 at all. I am running my tests on a very bare system
with EGL only, hoping to minimize the test surface and isolate any
interferences.
I will try it though (it will also enable me to
On 10/28/2012 04:26 AM, Marek Olšák wrote:
> Did you also turn on ColorTiling2D through xorg.conf? If not, you
> might try that and see what happens.
No, there is no X11 at all. I am running my tests on a very bare system
with EGL only, hoping to minimize the test surface and isolate any
interfere
On 10/27/2012 07:37 PM, Matt Turner wrote:
>> for ( float angle = 0; ; angle += 0.5 )
>> {
>> if (angle >= 360)
>> angle -= 360;
>>
>> display( angle );
>> glFlush();
>> eglSwapBuffers( dpy, screenSurf );
>
> Do you actually need glFlush()?
>
> It might be a case of
> ht
On 10/27/2012 06:58 AM, Marek Olšák wrote:
> If you upload the texture every frame, set pipe_resource::usage to
> PIPE_USAGE_STAGING. That will make the texture linear.
>
> Marek
No, I am not uploading it for every frame. It is a static texture. I am
getting only 35 FPS on a HD6460, which is path
On 10/26/2012 08:45 PM, Jerome Glisse wrote:
>> This is interesting. All I am doing is rotating a big texture on the
>> screen. I am using EGL+Gallium, so it is as simple as it gets.
>>
>> The hack I am using to disable texture tiling is also extremely simple
>> (see below). It speeds up the FPS me
as simple as it gets.
The hack I am using to disable texture tiling is also extremely simple
(see below). It speeds up the FPS measurably, up to the extreme
case of doubling it on HD6460.
What am I missing?
Regards,
Tzvetan
commit 1bb7da091ccf875571d376eb8f9451cb711eb978
Author: Tzvetan Mikov
Hi,
I have been running tests with Mesa 9.0 and Rdeon R600 (Radeon HD 6460) and I
accidentally noticed that a small hack I did to disable texture tiling,
actually *doubles* the frame rate. With different chips (e.g. 6750) the
difference is less pronounced, but in all cases texture tiling decreas
Hi,
I am new to this list, so I apologize if the format or the subject is
inappropriate. If so, I would appreciate any advice directing me to the
appropriate place to post.
I found a configuration/build time problem with the Gallium EGL state tracker.
It fails in Mesa-9.0 where it used to work
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