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Re: 3D.rendering became slow since moved to wheezy.



Thank You for Your time and answer, Jörg-Volker:

>Take a look at the output of
>  glxgears -info

Did not give me any idea:

Running synchronized to the vertical refresh.  The framerate should be
approximately the same as the monitor refresh rate.
GL_RENDERER   = Gallium 0.4 on ATI RS480
GL_VERSION    = 2.1 Mesa 7.11
GL_VENDOR     = X.Org R300 Project
GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_logic_op GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset
GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array
GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D
GL_IBM_rasterpos_clip GL_ARB_point_parameters
GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_separate_specular_color
GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap
GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_multimode_draw_arrays
GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_transpose_matrix
GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_secondary_color GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias
GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent
GL_NV_texgen_reflection GL_NV_texture_env_combine4
GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_EXT_framebuffer_object
GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil
GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query
GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map
GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers
GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers
GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_NV_primitive_restart
GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel
GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100
GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object
GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate
GL_OES_read_format GL_ARB_pixel_buffer_object GL_ARB_texture_rectangle
GL_EXT_pixel_buffer_object GL_EXT_texture_mirror_clamp
GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_ARB_framebuffer_object
GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object
GL_ATI_separate_stencil GL_ATI_texture_mirror_once
GL_EXT_gpu_program_parameters GL_EXT_texture_env_combine
GL_EXT_texture_sRGB_decode GL_OES_EGL_image GL_ARB_copy_buffer
GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg
GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra
GL_EXT_separate_shader_objects GL_EXT_texture_swizzle
GL_EXT_vertex_array_bgra GL_NV_conditional_render
GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex
GL_ARB_sampler_objects GL_EXT_provoking_vertex GL_EXT_texture_snorm
GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_robustness
154 frames in 5.0 seconds = 30.777 FPS
300 frames in 5.0 seconds = 59.996 FPS

>  grep -i disabled /var/log/Xorg.0.log

This seems OK to me:

[   239.146] (==) RADEON(0): Backing store disabled
[   239.163] (II) RADEON(0): RandR 1.2 enabled, ignore the following RandR disabled
message.
[   239.163] (--) RandR disabled

Do You have any ideas for the investigation?


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