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Development Thread
 Testing needed for GLExtensions branch
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Development Thread
 Testing needed for GLExtensions branch
01-12-2014, 12:43 AM (This post was last modified: 01-20-2014, 06:03 PM by Sonicadvance1.)
#1
Sonicadvance1 Offline
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This has been a branch I've been working on for a couple weeks that needs to get merged but we would like to have a bit of public testing beforehand. This branch shouldn't have any visible or performance impacts.
The point of this branch is to remove GLEW from the project which lets us improve a few things. This branch lets us have run time switching between OpenGL ES 3 and desktop OpenGL instead of compile time. This also marginally improves Wayland support, but it wasn't directed towards that. This change only effects the OpenGL video renderer, not the Direct3D one.
Really what one should be testing for is any performance regressions due to a feature not getting detected correctly, or the OpenGL backend just not working anymore. There shouldn't be any visual changes, but if it happens it would be interesting.
I've tested a few scenarios on my end
  • Samsung Chromebook - Exynos5250 - Mali-T604 - Linux - OpenGL ES 3
    Nexus 5 - Snapdragon 800 - Adreno 330 - Android - OpenGL ES 3
    Lenovo Thinkpad - Core i5 - Intel Ironlake - Linux - OpenGL (Hacked to work around mesa limitations)
    Craptop - AMD E-450 - Radeon HD 6320m - Linux - OpenGL
    OSX VM with Software Renderer - OpenGL
There are a couple more that were tested, but we really need to make sure that this works on most setups.

For Linux, you'll need to checkout the 'GLExtensions' branch from Googlecode.

Downloads:
<-- Merged to master -->
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01-12-2014, 12:56 AM (This post was last modified: 01-12-2014, 12:56 AM by neobrain.)
#2
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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Fwiw, I think the list of available GPU features can still be checked by looking at the log output on the Video log channel. I don't know the details (e.g. log level), but it should probably be checked that this list does not change compared to current master.
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01-12-2014, 01:10 AM
#3
delroth Offline
Making the world a better place through reverse engineered DSP firmwares
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Linux, NVIDIA GT730M, no issue.
Linux, Intel HD5000, Mesa 10.0.1, no issue.
Pierre "delroth" Bourdon - @delroth_ - Blog

<@neobrain> that looks sophisticated enough to not be a totally dumb thing to do
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01-12-2014, 02:08 AM (This post was last modified: 01-12-2014, 05:37 AM by DJBarry004.)
#4
DJBarry004 Offline
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Testing right now.

EDIT: None of my games start with OpenGL backend. D3D works a little fast when in battery mode (Luigi´s Mansion only: 50 FPS main menu, near 30 FPS when in gameplay. VPS: 45-50).

Windows 8 x64, AMD Radeon HD Graphics 8250, AMD A6-1450 APU @ 1.0/1.4 GHz.
Rig 1: Windows 10 Home | AMD A6-1450 @ 600/1000/1400 MHz | AMD Radeon HD Graphics 8250 | 4GB RAM | HP Pavilion TouchSmart 11.

Rig 2: Windows 10 Pro | Intel Core i7-2640M @ 780/2800/3500 MHz | Intel HD 3000 Mobile | 8GB RAM | Dell Latitude 6320.
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01-12-2014, 04:55 AM (This post was last modified: 01-12-2014, 05:56 AM by KHg8m3r.)
#5
KHg8m3r Offline
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I got some pretty weird results. i7-4700MQ, Windows 7 x64
Games: Lego Star Wars II, Paper Mario, Pokemon Colosseum, Pokemon XD, Smash Bros. Brawl, Sonic Colors, Super Mario Sunshine, Super Smash Bros. Melee, Tales of Symphonia, The LoZ WW, The LoZ TP

Using Intel HD 4600 OpenGL @ 1.5x IR, any AA or Anisotropic
All games tested are fine

Using Intel HD 4600 OpenGL @ 2x IR, any AA or Anisotropic
Massive slowdowns, weird glitches in Sonic Colors.

Using GTX 770M OpenGL @1.5x IR, any AA or Anisotropic, using a profile in Nvidia Control Panel
All games tested are fine

Using GTX 770M OpenGL @2+x IR, any AA or Anisotropic, using a profile in Nvidia Control Panel
Massive slowdowns, weird glitches in Sonic Colors

Using GTX 770M OpenGL, right-click to use high perforance
No games run, claims video card doesn't support OpenGL 2.0
http://imgur.com/ILDRasl

Sonic Glitch
https://mega.co.nz/#!rBkS3C5B!P1yAYXQzop...R4KD6Ct3fA
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01-12-2014, 05:21 AM
#6
neobrain Offline
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Please don't randomly link to uploaded files without explaining what in the world you uploaded.
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01-12-2014, 05:52 AM (This post was last modified: 01-12-2014, 05:57 AM by KHg8m3r.)
#7
KHg8m3r Offline
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Thought it was self-explanatory.
Its a .dff log of the glitch in Sonic Colors. It doesn't show up when I took a screenshot
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01-12-2014, 05:59 AM (This post was last modified: 01-12-2014, 06:00 AM by neobrain.)
#8
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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If you don't say what it is, people won't download it, especially when it's mega.co.nz which usually is somewhat annoying to deal with. That's why I asked you to explain this sort of stuff.

Either way, alright.
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01-12-2014, 06:05 AM
#9
KHg8m3r Offline
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No problem, thanks for helping me clear that up.
It wouldn't let me attach it to the post, so I had to use my Mega account.
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01-12-2014, 09:07 AM
#10
AnyOldName3 Offline
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I usually use MEGA unless I actually need the file to be available somewhere where I know MEGA's blocked. It's always seemed easy enough, and there's no cap on your uploads, which would be a problem if I was anywhere near my cap for Dropbox and Google Drive.
OS: Windows 10 64 bit Professional
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