On Fri, 15 Feb 2019 18:30:02 -0600
DRC <
d...@virtualgl.org> wrote:
> Thanks for giving me access to poke around. The conclusion is: the
> Pbuffer implementation in the amdgpu driver you're using is resoundingly
> broken and not at all compliant with the GLX specification. However,
> fortunately there's a better workaround than using Pixmaps. It seems
> that setting VGL_FORCEALPHA=1 in the environment is the magic formula.
> That forces VirtualGL to return only 32-bit (alpha-channel-enabled)
> visuals and GLXFBConfigs to the application, as well as to use only
> 32-bit GLXFBConfigs when creating its own Pbuffers. So the underlying
> issue seems to be that amdgpu doesn't handle 24-bit Pbuffers.
>
I ran some comparative timing tests to assess the impact of the
VGL_FORCEALPHA workaround and I am very happy. The four tests were all
run on the same hardware using the glxspheres64 program.
Two tests were run on Mageia 6 which was the last system I had with a
fully functional VGL and Mesa implementation (virtualgl-2.5.2). This
system can use either default pbuffers or the forced alpha version.
There was no meaningful difference in the average fps achieved: 141 Two
more tests were run in Mageia 7 beta 1 "Cauldron". This system has to
use the forced alpha switch in order to work and the tests were run
using two versions of the amdgpu kernel driver.
The first version was the same as that used in Mageia 6 thanks to a
re-compiled kernel 4.14.89 and the second tested used the current
Cauldron kernel 4.20.9. The speed difference is small but significant.
The old Mageia 6 kernel produced an average result of 158 fps and the
current kernel gave 161 fps.
I conclude that AMD devs are doing a great job of improving their
drivers' efficiency; both kernel amdgpu and Mesa radeonsi and there is
no performance hit from having to use 32 bit buffers rather than 24 bit
in VirtualGL. Now all I have to get them to do is fix the pbuffer
implementation! :~)
I have attached a CSV file of the simple results table.
> On 2/15/19 3:44 PM, 'Richard' via VirtualGL User Discussion/Support wrote:
> > On Fri, 15 Feb 2019 13:48:33 -0600
> > DRC <
d...@virtualgl.org> wrote:
> >
> >> You could actually do that for VGL as well, but it's useful to make sure
> >> you can build VGL so I'll be able to do likewise. :)
> >
> > Last night's VGL git clone has just compiled with no issues and all
> > options left at the defaults. The installed version is
> > virtualgl-2.6.1-4.mga7 from 6 Jan 2019.
> >
> > Would you like it out of the way or can you run test builds with it in
> > place?
> >
> > I have also installed debug-info and debug-source rpms for VGL, GL,
> > GLU, Mesa in case you might find these useful.
>
> --
--
Richard <
richard....@ntlworld.com>