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Compiled LLVMpipe/Softpipe for Windows

opengl32 software rasterizer

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#26 lowenz

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Posted 15 September 2016 - 04:55 PM

condump <name-of-file.txt> in the console.

 

then grab the file from your darkmod directory and attach it to a post. :)

Here's the txt nbohr ;)

 

http://pastebin.com/1zFSNpH6


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#27 nbohr1more

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Posted 15 September 2016 - 05:32 PM

Yep. You don't have S3TC texture compression support:

GL_EXT_texture_compression_s3tc not found
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#28 lowenz

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Posted 15 September 2016 - 06:33 PM

But disabling the compression (THAT particular entry in darkmod.cgf) doesn't solve the problem.


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#29 nbohr1more

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Posted 15 September 2016 - 08:29 PM

Right. We would need to ship uncompressed versions of all our textures. I think we had a package like that a long time ago but it would

be quite a project to scrounge all the textures in our repositories for the originals and some were donated pre-compressed so we would need

to convert them back to uncompressed formats.

 

No chance of adding S3TC to llvm soft-pipe?


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#30 lowenz

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Posted 16 September 2016 - 01:21 AM

No: https://dri.freedesktop.org/wiki/S3TC/

 

S3TC support has been partially implemented in Mesa. We cannot integrate and enable S3TC code by default due to the patents on the algorithm. Because of this, to be cautious, code was integrated to only attempt to open an external library, libtxc_dxtn.so, and use a small number of functions from that to implement S3TC if available. There is also an option in the S3TC-supporting DRI drivers called force_s3tc_enable. If the library is unavailable, setting this option to true will expose the extension even though it cannot be fully implemented. This may be of use for some games which require S3TC or don't use the ARB_texture_compression extension correctly.


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#31 lowenz

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Posted 10 October 2016 - 04:17 AM



RTCW (with widescreen patch :D ) @16 FPS!

See: GPU 0%

 

Wolf_SP_2016_09_12_22_26_42_263.png

Nice, REALLY NICE, improvements with lastest version:

 

16->28 ! (if only we could use LLVM 3.9 but we are stuck to 3.7.1 due to the missing LLVMipa in 3.9!)

 

Wolf_SP_2016_10_10_11_19_42_400.png


Edited by lowenz, 10 October 2016 - 04:21 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#32 lowenz

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Posted 10 October 2016 - 04:35 AM

Good old SiN perfectly playable @maximum quality :D

 

sin_2016_10_10_11_33_48_881.png


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#33 lowenz

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Posted 10 October 2016 - 05:28 AM

And Unreal (OpenGL 2.1 unofficial patch, 1280x960) @50 FPS (!!!)

It's outstanding!  (the renderer is recent)

 

Unreal_2016_10_10_12_25_24_157.png


Edited by lowenz, 10 October 2016 - 05:34 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#34 lowenz

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Posted 15 October 2016 - 08:46 AM

Quake 2 with R1Q2 renderer (original one is wrapping-protected!)

 

r1q2_2016_10_15_15_43_53_124.png

 

If only they could add the S3TC support and a form of Anisotropic Filtering we're good to go :D OpenGL 1.x and 2.x unbound (NVidia, AMD and Intel :P )


Edited by lowenz, 15 October 2016 - 08:47 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#35 lowenz

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Posted 16 December 2016 - 07:19 AM

If you're interested here's the lastest binaries build by MSYS2 project :)

 

32 bit OpenGL32.dll -> https://sourceforge....tar.xz/download

64 bit OpenGL32.dll -> https://sourceforge....tar.xz/download

 

Just extract the DLL and drop it in the main-exe dir of your OpenGL application.


Edited by lowenz, 16 December 2016 - 07:19 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#36 lowenz

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Posted 16 December 2016 - 07:25 AM

Nice performance (and CPU usage) in Q2 :P

98 FPS

 

image.jpgfree image hosting


Edited by lowenz, 16 December 2016 - 07:26 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#37 lowenz

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Posted 17 January 2017 - 01:05 PM

If you're interested Mesa dev removed the LLVM 3.7 dependencies and now you can compile LLVMpipe with the shining new LLVM 3.9.1/4.0! :D

And with Mesa 17 the performance goes up again, 60 FPS in Unreal+OpenGL 2.1:

 

image.jpg


Edited by lowenz, 17 January 2017 - 01:06 PM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#38 Dawbra

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Posted 16 February 2017 - 09:24 AM

Can you share last Mesa3D for windows 64bit ?

I can be via pm , i won't handle to compile it by my own.



#39 lowenz

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Posted 16 February 2017 - 02:58 PM

64 bit for old OpenGL games/engines is a non-sense. There's no old 64 bit OGL application (the first is Rage64) :D

Use normal 32 bit instead.


Edited by lowenz, 16 February 2017 - 02:58 PM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#40 Dawbra

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Posted 16 February 2017 - 04:25 PM

Its not only for old games i have intel gma with ofical 1.1 OpenGL only i need recompiled Mesa 3D 17.0.0 for windows 32/64bit any of them will be good.
But i can't handle to compile it myself, can you upload it for me somwhere?



#41 lowenz

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Posted 16 February 2017 - 04:40 PM

Its not only for old games i have intel gma with ofical 1.1 OpenGL only i need recompiled Mesa 3D 17.0.0 for windows 32/64bit any of them will be good.
But i can't handle to compile it myself, can you upload it for me somwhere?

I don't have a 64 bit OpenGL application installed to test the result of the build process!


Edited by lowenz, 16 February 2017 - 04:41 PM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#42 Dawbra

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Posted 16 February 2017 - 05:08 PM

No problem 32bit will be good too just share what you have;)


Edited by Dawbra, 16 February 2017 - 05:10 PM.


#43 lowenz

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Posted 16 February 2017 - 07:05 PM

13.0.4 performance level is the same of 17.

 

https://sourceforge....tar.xz/download


Edited by lowenz, 16 February 2017 - 07:05 PM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#44 Dawbra

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Posted 17 February 2017 - 09:19 AM

Ok thank you.
It to the job :)


Edited by Dawbra, 17 February 2017 - 09:29 AM.


#45 lowenz

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Posted 06 March 2017 - 10:07 AM

Found a S3TC standard implementation in CygWin archive.

In theory mesa opengl32.dll + dxtn.dll = complete S3TC support in OpenGL 2.1


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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#46 lowenz

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Posted 06 March 2017 - 10:38 AM

Voilà! 1-2 FPS :D

 

newjob_2017_03_06_16_35_45.jpg


Edited by lowenz, 06 March 2017 - 10:45 AM.

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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#47 nbohr1more

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Posted 06 March 2017 - 11:29 AM

Ha ha! Yes! :)

 

Try Closemouthed Shadows.


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#48 pal1000

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Posted 07 March 2017 - 05:52 AM



Found a S3TC standard implementation in CygWin archive.

In theory mesa opengl32.dll + dxtn.dll = complete S3TC support in OpenGL 2.1

Unfortunately Mesa codebase makes clear distinction between Cygwin and Win32. Additionally libtxc_dxtn source code does not include a sconscript so Visual Studio is not an option. The only option left is Msys2 cross-compilation and with this, things go bad, 

Compilation fails.

$ make
  CC     txc_compress_dxtn.lo
txc_compress_dxtn.c: In function 'storedxtencodedblock':
txc_compress_dxtn.c:287:16: error: 'GL_COMPRESSED_RGB_S3TC_DXT1_EXT' undeclared (first use in this function)
    if (type == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || type == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) {
                ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
txc_compress_dxtn.c:287:16: note: each undeclared identifier is reported only once for each function it appears in
txc_compress_dxtn.c:287:59: error: 'GL_COMPRESSED_RGBA_S3TC_DXT1_EXT' undeclared (first use in this function)
    if (type == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || type == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) {
                                                           ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
txc_compress_dxtn.c: In function 'encodedxtcolorblockfaster':
txc_compress_dxtn.c:376:23: error: 'GL_COMPRESSED_RGBA_S3TC_DXT1_EXT' undeclared (first use in this function)
          if ((type != GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) || (srccolors[j][i][3] > ALPHACUT)) {
                       ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
txc_compress_dxtn.c: In function 'tx_compress_dxtn':
txc_compress_dxtn.c:769:9: error: 'GL_COMPRESSED_RGB_S3TC_DXT1_EXT' undeclared (first use in this function)
    case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
         ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
txc_compress_dxtn.c:770:9: error: 'GL_COMPRESSED_RGBA_S3TC_DXT1_EXT' undeclared (first use in this function)
    case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
         ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
txc_compress_dxtn.c:790:9: error: 'GL_COMPRESSED_RGBA_S3TC_DXT3_EXT' undeclared (first use in this function)
    case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
         ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
txc_compress_dxtn.c:817:9: error: 'GL_COMPRESSED_RGBA_S3TC_DXT5_EXT' undeclared (first use in this function)
    case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
         ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
make: *** [Makefile:328: txc_compress_dxtn.lo] Error 1

prodea2@DESKTOP-H4RKMNR MINGW64 /home/s3tc
$


Edited by pal1000, 07 March 2017 - 05:55 AM.


#49 lowenz

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Posted 07 March 2017 - 06:26 PM

Me and another guy we found a dxtn.dll working with Mesa as you can see in the screenshot.

The main problem is the performance now.


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#50 pal1000

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Posted 10 March 2017 - 12:11 PM

I was able to build 64-bit libtxc_dxtn, but 32-bit does not work even if built with same parameters.

mingw32-w64-i686-gcc was always troublesome. See this:

https://github.com/A...ges/issues/2089


Edited by pal1000, 10 March 2017 - 03:27 PM.





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