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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


@Daytona675x
>VBO is just a package full of plain bytes
But will it avoid the "write from buffer to GPU vram" part ?
I mean perhaps Nova will proceed as usual : copy reordered data from a buffer to vram but only skip all reordering for each items

>RGBA8 data converted to RGBA float
Interesting too

Anyway we just need a new VBO mode (let it call W3DN_RAW_ACCESS) that dont copy GPU vram to/from a reordered buffer but only let it accesses the VBO data at their place in the GPU vram (so it is the cpu that will manage the reordering & copy)


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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


> the same data ? I mean , if there is DMA to transfer bitmap to VRAM

Yes,For Wazp3D57 I have made some code that hack a bitmap transfer to be used to copy vertices to VBO.
(ouuh what a hack but it works )

It changed almost nothing to speed on Sam460 & X5000 but dont know if those machines use dma for that

>about BufferUnlock of warp3dnova, there is no mention about any big->little endian conversion

IMHO what I understood:
There are differents method for updating the VBO
but in fact Nova just read and/or write the data
When you lock it (can) read/reorder the VBO data to a buffer that you will access.
When you unlock it (can) write/reorder the buffer to the VBO data.
As reordering is done Nova side you never accesss to real data that are on the GPU VRAM but on a reordered buffer

You can also do write only (ie write all new vertices values from your buffer)
or read only (ie read some GPU datas)
or read/write (ie change some vertices)

Certainly let Nova do the reordering was not a good idea as datas are then acessed several times (vs a cpu that will write to real GPU vram directly the reordered datas)

See below Nova doc
// W3DN_STATIC_DRAW: Written:(CPU) once Read: rendered many times
// W3DN_STATIC_READ: Written:(GPU) once Read: CPU many times
// W3DN_STATIC_COPY: Written:(GPU) once Read: rendered many times
// W3DN_DYNAMIC_DRAW: Written:(CPU) occasionally Read: rendered many times
// W3DN_DYNAMIC_READ: Written:(GPU) occasionally Read: CPU many times
// W3DN_DYNAMIC_COPY: Written:(GPU) occasionally Read: rendered many times
// W3DN_STREAM_DRAW: Written:(CPU) frequently Read: rendered a few times
// W3DN_STREAM_READ: Written:(GPU) frequently Read: CPU a few times
// W3DN_STREAM_COPY: Written:(GPU) very often Read: rendered a few times



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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


@kas1e
>not the VBO creation/handling it seems

Are you sure ?
(When I coded Wazp3D57 with Nova rendering) I have tried differents methods for updating a VBO but it seems to be slow

Perhaps having a patched MiniGL that will update (say) 11 times the VBO will allow to know how much time a VBO update is REALLY during in a REAL program
(delta time / 10)

I mean when I was testing Cow3D on Wazp3D57-> Nova it was (say) 80 % of a real waRp3D (massive VBO update but one time) so bandwith seems +- ok

But when I was testing Quake2 (real life test) it was 1-2 FPS ... weird

An other thing:
Also when I was testing a simple raymarching test i found that Nova GLSL seems to have very strange bugs: I mean all is fine when GLSL code is compiled but strange artefacts appears like the GLSL code was computing badly at some pixels (like a rounding fpu bug)in frag shader










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Re: OpenClaw
Not too shy to talk
Not too shy to talk


Hello

The whole rezarchive need to be reordered
I whould do a file search containing "rootDirectory" to found the source whith his définition

Aldo the structure is read a part after a part
So must reorder all fields from .version in the 127 bytes range
Then all fields from .offset for 131 bytes
From .size for 135

Etc...

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Re: GCC: obtaining asm + source
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Not too shy to talk



So it works too
Thanks


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GCC: obtaining asm + source
Not too shy to talk
Not too shy to talk


Hello

I was used to do that (on classic 68k) to obtain an asm source from a C sources that is mixed with the original C source

gcc -noixemul -O3 -S fillpoly.c
gcc -Wa,-adhln -g -noixemul -O3 -c fillpoly.c > fillpoly-mixed.c


So I can read the C instruction and how it was converted to asm

But this syntax dont seems to works for GCC/ppc/OS4
Do you know a gcc version that still support this ?

Thanks

For information it was giving a "mixed" source like that

271:fillpoly.c **** Frag[1].L.u=Frag->L.u + du;
1209 .stabd 68,0,271
1210 039a 2428 000C movel a0@(12),d2
1211 039e D48C addl a4,d2
1212 03a0 2142 003C movel d2,a0@(60)

272:fillpoly.c **** Frag[1].L.v=Frag->L.v + dv;
1213 .stabd 68,0,272
1214 03a4 2428 0010 movel a0@(16),d2
1215 03a8 D487 addl d7,d2
1216 03aa 2142 0040 movel d2,a0@(64)


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Re: Warp3D SI (small) feature request.
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Not too shy to talk


@Crisot

We already discussed about a problem about secondary color (specular) If i remenber right it worked only with a float color not an RGBA32 one.
Apart this it seems that something no more worked with some recents Warp3D about multi-texturing:
for example on my Sam460
from my Aminet/Microbe3D package, start Demo-View-ppc, then load data/JulietStriped/JulietStriped.obj ==> now looks ugly . It should looks like this :
http://thellier.free.fr/Docs/Microbe3D.html

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Re: X5000 - RadeonRX and minigl
Not too shy to talk
Not too shy to talk


Hello

New Wazp3D 57 with Nova rendering thatfix problems with ChromiumBSU and NeverBall
http://thellier.free.fr/Wazp3D57c.zip

Alain Thellier

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Re: LTO in AmigaOS4 gcc
Not too shy to talk
Not too shy to talk


OK

I have a 32 bit cygwin cross-compiling environement too: is your gcc 32 bits ?

Alain

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Re: LTO in AmigaOS4 gcc
Not too shy to talk
Not too shy to talk


Hello

Nice

Kas1e, is your lto gcc available somewhere ?

Many Thanks

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Re: X5000 - RadeonRX and minigl
Not too shy to talk
Not too shy to talk


@mufa

OK i have fixed problems with ChromiumBSU and NeverBall
So expect a new Wazp3D57 release soon...
Badly I have found also an other bug in Quake3 that I will fix before any release
Also I am still not satisfied with speed...

The NeverBall bug was due to some code I implemented recently to speed up W3D_DrawArray but I forgot the "base" value
Nothing related to Nova renderer in fact... just a stupid typo

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Re: X5000 - RadeonRX and minigl
Not too shy to talk
Not too shy to talk


@mufa

Also I didnt said it but if you use programs that use or may use multi-texturing you need to have glslangvalidator installed as Wazp3D do "on the fly" GLSL compilations in this case.

I didnt test much programs with Wazp3D57:
Quake3-68k: demo works, game crash
Quake3 ioquake ppc: game & demo works (slow) but crash on exit
Cow3D: works
Microbe3D: works including multi-texturing and other effects
http://thellier.free.fr/Wazp3D-57-multi2.png
http://thellier.free.fr/Wazp3D-57-multi3.png
http://thellier.free.fr/Wazp3D-57-multi4.png
http://thellier.free.fr/Wazp3D-57-multi5.png

If I didnt test much programs it was because I was focused on a correct multi-texturing implementation and speed.
Removing bugs for all programs was not a goal at this stage...



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Re: X5000 - RadeonRX and minigl
Not too shy to talk
Not too shy to talk


@mufa

try
Perspective:No (fast)
or
Perspective:Simulated


>all games when closing cause the system to freeze.
Yes I know this bug this is also why it is an unfinished product not ready to release...
Not all programs freeze: seems to affect only the minigl ones (not the pure Warp3d progs)


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Re: X5000 - RadeonRX and minigl
Not too shy to talk
Not too shy to talk


@all

Please note that Wazp3D 57 is not a finished product in a ready to release format
It is only because Hans evocated it that I recompiled it today.

Anyway having 1-2 Fps let suspect that something goes wrong and that Wazp3D fall back to software rendering


Have you tried Cow3D ? because if you obtain less than 100fps with it then it is software rendering for sure

The correct way is
1) start your prog
2) set in Wazp3D-Prefs
"+Renderer:Nova3D"
"Hack Texs:RGBA (fast)"
3) close your prog (so a Wazp3D.cfg is saved)
4) restart your prog






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Re: X5000 - RadeonRX and minigl
Not too shy to talk
Not too shy to talk


>wazp3d is has too much settings

True but most of them are only here to "economize" the software rendering
When it use a fast hardware renderer then you can let the same (best) options for all the cases

Anyway I am not forcing anyone to use WaZp3D ;-P

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Re: X5000 - RadeonRX and minigl
Not too shy to talk
Not too shy to talk


Hello
I have not touched it recently but here are the latest sources of Wazp3D57 with Nova rendering compiled today.

Now manages multi-texturing and is a little faster: Cow3D 123 FPS vs. 142 on the true WaRp3D

http://thellier.free.fr/Wazp3D57b.zip

Still no interest for those who have the true WaRp3D that works

>edit Wazp3d prefs to activate the "Nova 3D"
Yes you absolutely need to set in Wazp3D-Prefs
"+Renderer:Nova3D"
"Hack Texs:RGBA (fast)"

or put the given Wazp3D.cfg in your game directory


Alain


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Re: SDL2
Not too shy to talk
Not too shy to talk


@kas1e

>why it happens only with Q3[...] It should be in any game

From my own experience in debugging : never assume "It should be" but only check what really is/happen in the prog.


So in this case: have a look to what bitmap is currently used ... just to be sure.

Alain

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Re: SDL2
Not too shy to talk
Not too shy to talk


Perhaps it draws in screen's bitmap not the window one. I mean as window is bigger it must have a separate bitmap (dont have a shared bitmap for dcreen and bitmap)
Search for "->bitmap" use in sources

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


Hello

>I'm converting the endianness and copying 16 KiB

Is this conversion stuff really a good thing in any case ?
I mean as in most case we must peek the data and read them manually to write them in the vbo then perhaps we can order them during the process

I mean if we read XYZ then copy it elsewhere in vbo then read UVW then copy it elsewhere in vbo then RGBA then perhaps can reorder them too...

I mean : disabling the auto-reorder feature can help in some case




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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


For example I have declared that am using this version for GLSL syntax (that is recommended one for us Amiga users):

#version 310 es

then I must use the the "in" and "out" attributes
like this

// in parameters
in layout(location = 0) vec4 gl_Vertex;
in layout(location = 1) vec3 gl_MultiTexCoord0;

// out parameters
out vec4 Colour;
out vec3 TexCoord0


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