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Looking for people with ATI/AMD GPUs building from source

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Looking for people with ATI/AMD GPUs building from source

Postby Hooray » Tue Aug 25, 2015 11:06 am

We've been resurrecting and extending an old patch to track FlightGear resource utilization (primarily RAM and VRAM for the time being), and are hoping to extend the patch over time - currently, this is specific to Linux and has only been tested with NVIDIA GPUs. So we're now looking for people who are able to build from source (e.g. using the Superbuild and/or the fgbuild script), who are willing to help integrate/test and develop this for platforms to which we don't have access ourselves.

For starters, this would involve posting your HELP/ABOUT dialog info here (screen shots and/or via clipboard will do).
Next, we would ask you to apply patches to a git branch ($FG_SRC only for now) and report back with the results.

Image

For some background info, please refer to: http://wiki.flightgear.org/Resource_Tra ... FlightGear
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby hamzaalloush » Tue Aug 25, 2015 12:41 pm

This is so useful, maybe people might want to apply this patch to the already supported platform(Linux and Nvidia), it's really is an eye opener, Just spawning in KSFO with the UFO will consume over 2 GB of RAM(never mind something like the triple 7), also as you can see in the picture GPU memory usage nearly at 1GB VRAM, which was this card's maximum, so maybe we can now establish minimum hardware requirements like with other sims :)

People wanted with AMD hardware to help let this thing be the default in FG, no further need for using task manager to track resources.... We have direct access! Not even FSX does this if we're done
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby Hooray » Tue Aug 25, 2015 2:00 pm

we can now also begin tracking RAM/VRAM utilization for each initialized subsystem (think reset/re-init), which will help identify "rogue" (broken) subsystems, so that these can either be fixed/optimized or made entirely optional. In addition, it would become possible to track complexity of different locations/aircraft using different startup/run-time profiles.

Obviously, this could easily be the foundation for any kind of "benchmark", but also for actual feature-scaling, to dynamically adjust certain simulator settings based on things like RAM, VRAM, CPU or Nasal/GC load, while allowing content developers (those doing scenery/aircraft) to look "behind the scenes" (e.g. to help optimize aircraft like the 777 or extra500).
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby hamzaalloush » Tue Aug 25, 2015 8:26 pm

i would like to correct, the VRAM usage actually showed "avaliable" video memory
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby MIG29pilot » Tue Aug 25, 2015 8:45 pm

Forgive me for my ignorance, but apart from tracking Memory usage, what else does this do?
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby hamzaalloush » Tue Aug 25, 2015 8:51 pm

MIG29pilot wrote in Tue Aug 25, 2015 8:45 pm:Forgive me for my ignorance, but apart from tracking Memory usage, what else does this do?


the idea is to track resource utilization of different sub-systems as they are initialized in FG, (not just memory usage, but also Nasal statistics for tracking where Nasal scripts are affecting performance), this is meant to be used by developers and users who, for example want to adjust view LOD to where system memory allows, etc... maybe Hooray can clarify a bit.

we also are entertaining the feature-scaling idea, ever played a game where you can use "automatic" settings for your system? well if we have all the system information we can use that to apply for optimal performance on your system,
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby Hooray » Tue Aug 25, 2015 9:23 pm

the background/motivation for this is explained pretty extensively on the wiki, it is inspired by discussions among core developers on the devel list - the main goal being to understand where resources are utilized, and to determine "expensive" features/settings - so that FG performance, and resource utilization, can be better understood/optimized over time.

In its simplest form, it will merely tell you RAM/VRAM utilization for different startup/run-time settings, so that the impact of -for example- using different aircraft/locations (or weather systems) can be compared in varying situations. Equally, this would allow us to grow a library of startup/run-time profiles and compare the memory footprint for different hardware (think graphics cards).

Such a library of startup settings could be grown and maintained as part of $FG_ROOT - at some point, this could even include scripted flights (think route-manager driven, and/or replay/fgtape based).

Once there is a handful of different test cases, those could be used for regression testing purposes - e.g. to compare FG 3.2 RAM/VRAM (memory) occupancy against 3.6 and 3.8. Equally, that would mean, that it would become easier for people to spot serious bugs/regressions, such as an aircraft (or Nasal script) suddenly utilizing much more resources.

The underlying infrastructure for this would mainly require certain metrics exposed (and updated) via the property tree, so that these can be used elsewhere - such as for example by using the CSV logging infrastructure to plot diagrams for RAM/VRAM utilization and compare FG 3.2, 3.4 against 3.6 or 3.8

In the long term, these metrics would also be required for any kind of "benchmark" (comparing FG performance on different systems, using identical settings) - but also to do automated feature-scaling, where FG is made aware of certain issues (such as your OS running out of RAM/VRAM), and scaling down some settings to take such circumstances into account.

Once you take a look at the wiki, you will find a number of quotes linking back to the devel list, illustrating that a number of core developers have been wanting to support benchmarks and feature scaling for years.

Likewise, most forum users around here aware of those infamous "OpenGL out of memory" errors, all of which are demonstrating that FG has grown so much in complexity, that it is often very hard to determine where/how and why certain resources are spent - without that having to be specific to graphics or RAM/VRAM utilization.

For instance, another recently fixed issue was about leaking listeners, fixed by TorstenD - which went unnoticed for several release cycles - simply because FG would not keep track of such metrics automatically.

And then, there's the Nasal GC (Garbage Collector), which is infamous for being triggered by certain Nasal scripts, and causing performance issues for many people.

The patches related to this effort won't magically make such bugs/issues disappear, but they will be easier to identify - imagine being able to tell exactly why an aircraft like the 777 or extra500 is performing so slowly and eating so much resources.

No matter if you are interested (or not) in benchmarks or feature scaling: we all want FG to perform sufficiently well (=fast) and make good use of our hardware resources - in many cases, this isn't currently the case, and while it may go unnoticed for people on extremely powerful systems, it will severely affect those among us on much less powerful systems.
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby rominet » Wed Aug 26, 2015 3:19 pm

Image

The "Copy to Clipboard" button from the About dialog only copies this:
Code: Select all
gl-vendor:X.Org
gl-version:3.0 Mesa 10.6.3
gl-renderer:Gallium 0.4 on AMD RV730
gl-shading-language-version:1.30

to the clipboard...

This is from a recently-compiled FlightGear+SimGear from Git next on Debian unstable. Is there anything else you need? I can apply patches, manage Git branches, etc.
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby Hooray » Wed Aug 26, 2015 4:18 pm

hey, thanks for getting in touch - we're going to update the patch we've got to add support for tracking VRAM on AMD/ATI cards, and let you know once we have something that you can give a try.

BTW: could you also post the output of running "glxinfo" - specifically, we're looking for the values of these:
  • WGL_AMD_gpu_association
  • GL_ATI_meminfo
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby rominet » Wed Aug 26, 2015 4:41 pm

My pleasure... The output of glxinfo on the same system is in that file:

http://people.via.ecp.fr/~flo/tmp/Fligh ... RV730XT.xz

I cannot include it in this message because the forum software doesn't accept so large messages ("Your message contains 62361 characters. The maximum number of allowed characters is 60000."). But I'm afraid this glxinfo output doesn't have the values you said you were looking for.

BTW, 'lspci -v' on this system prints:
Code: Select all
01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] RV730 XT [Radeon HD 4670] (prog-if 00 [VGA controller])
        Subsystem: PC Partner Limited / Sapphire Technology Device e100
        Flags: bus master, fast devsel, latency 0, IRQ 34
        Memory at e0000000 (64-bit, prefetchable) [size=256M]
        Memory at fb9e0000 (64-bit, non-prefetchable) [size=64K]
        I/O ports at be00 [size=256]
        [virtual] Expansion ROM at fb900000 [disabled] [size=128K]
        Capabilities: [50] Power Management version 3
        Capabilities: [58] Express Legacy Endpoint, MSI 00
        Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit+
        Capabilities: [100] Vendor Specific Information: ID=0001 Rev=1 Len=010 <?>
        Kernel driver in use: radeon


I also have access to another computer with FG compiled from Git (currently a few weeks old, still at 3.5), otherwise running Debian stable == jessie, where the graphics card is the following:
Code: Select all
01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] RV710 [Radeon HD 4350/4550] (prog-if 00 [VGA controller])
        Subsystem: Advanced Micro Devices, Inc. [AMD/ATI] Device 2143
        Flags: bus master, fast devsel, latency 0, IRQ 50
        Memory at d0000000 (64-bit, prefetchable) [size=256M]
        Memory at e5000000 (64-bit, non-prefetchable) [size=64K]
        I/O ports at a000 [size=256]
        [virtual] Expansion ROM at e4000000 [disabled] [size=128K]
        Capabilities: [50] Power Management version 3
        Capabilities: [58] Express Legacy Endpoint, MSI 00
        Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit+
        Capabilities: [100] Vendor Specific Information: ID=0001 Rev=1 Len=010 <?>
        Kernel driver in use: radeon

If that helps, I can post info about that one too.
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby Hooray » Thu Aug 27, 2015 9:16 am

thanks for those updates.

well, according to google, it seems that neither of those two cards supports the extensions we're hoping to use to query vram metrics - so that is another thing we need to keep in mind, because some old cards/drivers won't expose this info, despite being supported by corresponding vendor extensions.
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby bugman » Thu Aug 27, 2015 4:17 pm

Which GL extension are you after, GL_KHR_debug?

Regards,

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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby Hooray » Thu Aug 27, 2015 4:18 pm

Hooray wrote in Wed Aug 26, 2015 4:18 pm:BTW: could you also post the output of running "glxinfo" - specifically, we're looking for the values of these:
  • WGL_AMD_gpu_association
  • GL_ATI_meminfo


However, the one you mentioned would definitely be interesting for general graphics troubleshooting: http://thermalpixel.github.io/opengl/os ... n-osg.html https://www.opengl.org/registry/specs/KHR/debug.txt
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby bugman » Thu Aug 27, 2015 4:24 pm

Hooray wrote in Thu Aug 27, 2015 4:18 pm:
Hooray wrote in Wed Aug 26, 2015 4:18 pm:BTW: could you also post the output of running "glxinfo" - specifically, we're looking for the values of these:
  • WGL_AMD_gpu_association
  • GL_ATI_meminfo


However, the one you mentioned would definitely be interesting for general graphics troubleshooting: http://thermalpixel.github.io/opengl/os ... n-osg.html https://www.opengl.org/registry/specs/KHR/debug.txt


Ok, can't help you there. I have a test system with a Radeon HD 6450 on the latest open source drivers, but those are definitely not present:

Code: Select all
$ glxinfo
name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample,
    GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB,
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,
    GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,
    GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample,
    GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile,
    GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB,
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,
    GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,
    GLX_SGI_swap_control, GLX_SGI_video_sync
GLX version: 1.4
GLX extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB,
    GLX_ARB_get_proc_address, GLX_ARB_multisample,
    GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB,
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,
    GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,
    GLX_SGI_swap_control, GLX_SGI_video_sync
OpenGL vendor string: X.Org
OpenGL renderer string: Gallium 0.4 on AMD CAICOS
OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.5.7
OpenGL core profile shading language version string: 3.30
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
    GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend,
    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export,
    GL_AMD_shader_trinary_minmax, GL_AMD_vertex_shader_layer,
    GL_AMD_vertex_shader_viewport_index, GL_ANGLE_texture_compression_dxt3,
    GL_ANGLE_texture_compression_dxt5, GL_ARB_ES2_compatibility,
    GL_ARB_ES3_compatibility, GL_ARB_base_instance,
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage,
    GL_ARB_clear_buffer_object, GL_ARB_clip_control,
    GL_ARB_compressed_texture_pixel_storage, GL_ARB_conservative_depth,
    GL_ARB_copy_buffer, GL_ARB_debug_output, GL_ARB_depth_buffer_float,
    GL_ARB_depth_clamp, GL_ARB_derivative_control, GL_ARB_draw_buffers,
    GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,
    GL_ARB_draw_instanced, GL_ARB_explicit_attrib_location,
    GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions,
    GL_ARB_fragment_layer_viewport, GL_ARB_fragment_shader,
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
    GL_ARB_get_program_binary, GL_ARB_half_float_pixel,
    GL_ARB_half_float_vertex, GL_ARB_instanced_arrays,
    GL_ARB_internalformat_query, GL_ARB_invalidate_subdata,
    GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind,
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, GL_ARB_point_sprite,
    GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading,
    GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,
    GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects,
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects,
    GL_ARB_shader_stencil_export, GL_ARB_shader_texture_lod,
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,
    GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_texture_barrier,
    GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32,
    GL_ARB_texture_buffer_range, GL_ARB_texture_compression_bptc,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array,
    GL_ARB_texture_float, GL_ARB_texture_gather,
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_multisample,
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels,
    GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg,
    GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage,
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,
    GL_ARB_timer_query, GL_ARB_transform_feedback2,
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding,
    GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev,
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array,
    GL_ATI_blend_equation_separate, GL_ATI_texture_compression_3dc,
    GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr,
    GL_EXT_blend_equation_separate, GL_EXT_draw_buffers2,
    GL_EXT_draw_instanced, GL_EXT_framebuffer_blit,
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled,
    GL_EXT_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_EXT_packed_float,
    GL_EXT_pixel_buffer_object, GL_EXT_polygon_offset_clamp,
    GL_EXT_provoking_vertex, GL_EXT_shader_integer_mix, GL_EXT_texture_array,
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc,
    GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB,
    GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent,
    GL_EXT_texture_snorm, GL_EXT_texture_swizzle, GL_EXT_timer_query,
    GL_EXT_transform_feedback, GL_EXT_vertex_array_bgra,
    GL_IBM_multimode_draw_arrays, GL_KHR_context_flush_control, GL_KHR_debug,
    GL_MESA_pack_invert, GL_MESA_texture_signed_rgba,
    GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_packed_depth_stencil,
    GL_NV_texture_barrier, GL_NV_vdpau_interop, GL_OES_EGL_image,
    GL_OES_read_format, GL_S3_s3tc

OpenGL version string: 3.0 Mesa 10.5.7
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
    GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend,
    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export,
    GL_AMD_shader_trinary_minmax, GL_ANGLE_texture_compression_dxt3,
    GL_ANGLE_texture_compression_dxt5, GL_APPLE_packed_pixels,
    GL_APPLE_vertex_array_object, GL_ARB_ES2_compatibility,
    GL_ARB_ES3_compatibility, GL_ARB_base_instance,
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage,
    GL_ARB_clear_buffer_object, GL_ARB_clip_control,
    GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage,
    GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output,
    GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture,
    GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program,
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
    GL_ARB_get_program_binary, GL_ARB_half_float_pixel,
    GL_ARB_half_float_vertex, GL_ARB_instanced_arrays,
    GL_ARB_internalformat_query, GL_ARB_invalidate_subdata,
    GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind,
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,
    GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding,
    GL_ARB_shader_objects, GL_ARB_shader_stencil_export,
    GL_ARB_shader_texture_lod, GL_ARB_shading_language_100,
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,
    GL_ARB_shadow, GL_ARB_stencil_texturing, GL_ARB_sync,
    GL_ARB_texture_barrier, GL_ARB_texture_border_clamp,
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
    GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add,
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather,
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
    GL_ARB_texture_storage, GL_ARB_texture_storage_multisample,
    GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2,
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,
    GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object,
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
    GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object,
    GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,
    GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers,
    GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc,
    GL_ATI_texture_env_combine3, GL_ATI_texture_float,
    GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
    GL_EXT_copy_texture, GL_EXT_draw_buffers2, GL_EXT_draw_instanced,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit,
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled,
    GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB,
    GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_polygon_offset, GL_EXT_polygon_offset_clamp,
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shader_integer_mix,
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
    GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,
    GL_EXT_texture_array, GL_EXT_texture_compression_dxt1,
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc,
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
    GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB,
    GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent,
    GL_EXT_texture_snorm, GL_EXT_texture_swizzle, GL_EXT_timer_query,
    GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
    GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert,
    GL_MESA_texture_signed_rgba, GL_MESA_window_pos, GL_NV_blend_square,
    GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_fog_distance,
    GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,
    GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier,
    GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_vdpau_interop,
    GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays

OpenGL ES profile version string: OpenGL ES 3.0 Mesa 10.5.7
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.00
OpenGL ES profile extensions:
    GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5,
    GL_APPLE_texture_max_level, GL_EXT_blend_minmax,
    GL_EXT_color_buffer_float, GL_EXT_discard_framebuffer,
    GL_EXT_draw_buffers, GL_EXT_map_buffer_range, GL_EXT_multi_draw_arrays,
    GL_EXT_read_format_bgra, GL_EXT_separate_shader_objects,
    GL_EXT_shader_integer_mix, GL_EXT_texture_compression_dxt1,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888,
    GL_EXT_texture_rg, GL_EXT_texture_type_2_10_10_10_REV,
    GL_EXT_unpack_subimage, GL_KHR_context_flush_control, GL_NV_draw_buffers,
    GL_NV_fbo_color_attachments, GL_NV_read_buffer, GL_OES_EGL_image,
    GL_OES_EGL_image_external, GL_OES_compressed_ETC1_RGB8_texture,
    GL_OES_depth24, GL_OES_depth_texture, GL_OES_depth_texture_cube_map,
    GL_OES_element_index_uint, GL_OES_fbo_render_mipmap,
    GL_OES_get_program_binary, GL_OES_mapbuffer, GL_OES_packed_depth_stencil,
    GL_OES_rgb8_rgba8, GL_OES_standard_derivatives, GL_OES_stencil8,
    GL_OES_surfaceless_context, GL_OES_texture_3D, GL_OES_texture_npot,
    GL_OES_vertex_array_object

240 GLX Visuals
[snip]


Regards,

Edward
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Re: Looking for people with ATI/AMD GPUs building from sourc

Postby Hooray » Thu Aug 27, 2015 4:28 pm

In one case, it's just a glGetIntegerV() value, so should be supported by modern cards/drivers, you could try running the ATI snippet at: http://www.geeks3d.com/20100531/program ... in-opengl/

On Windows, RadeonZ is using the same extension to show this:
Image
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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pui2canvas | MapStructure | Canvas Development | Programming resources
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