@Daniel So.. If all is ok from code side, then how it possible that such a "simple" effects , give so small fps numbers ? I mean, why for example mandelbrot shader give so small fps. While , for example, the same kind of Maldenbrot fractals (fractalnova.lha on os4depot) give pretty decent results.
The more i see stuff which use shaders, the more it looks strange for me : everything which use shaders, usually slower ,than the same stuff done on pure CPU :) Why ?:) That not related to amigaos4 only, i mean the same on win32 for example.
Or it just related to the code of shaders it self , like if they bad, then they slow, but if they good, then they fast ?
@Jabirulo Is 3D works for you at all with that RadeonRX ? Also do you have ogles 2.11 and warp3dnova 1.68, as well as latest RadeonrX drivers ?
@Capehill Quote:
Try changing that and then it will be faster.
Yeah, chning 1000 on 100 in the mandelbrot fractal shader give me a lot better fps, around 900 :)
Tried to see if someting like this can be done in foot_torus : and yeah, there some #define AA, which comment says can be set to 1 , but set to 1 give visual noice, set to 2 black screen, but to 3 speed it up a bit in compare with current value 4 for about 30-40%. I.e. 90 fps for "3", and 52 fps for "4".
For kissing_donuts didn't find ability to speed this up.
ps. Tried about 10 random shaderyoy's shader and most of them fail because of iChannel. Maybe have some "filter" in mind by which can parse shadertoy's shaders so they may work on our setups ?
@Jabirulo Some RadeonRx have known issue called "working 2d, compositing, but not 3D (while some 3d still may runs)". To be 100% sure that 3d works on your setup, try some gl4es games firstly, like those:
According to addr2line, crash happened in glShaderSource. Does it crash always? Is it a certain shader or all of them? Could you enable verbose logging too? And how much stack you have use?
Why do the (Fragment) Shaders coming with Shaderjoy have a varying CPU demand?
In case of Shaderjoy the only (static) Geometry we have is the (window)rectangle which shows (texture mapped to that rectangle) us the output, the procedurally textures created using the fragment shaders.
Why does "dueling_mandelbulbs.frag" has lower CPU requirements than "kissing_donuts.frag" for example?
kissing_donuts.frag causes about 80% of CPU load. Shouldn't that be 0% because of the fact that the shader is being excuted entirely on the GPU ???
yep, everytime I double clikc its icon I get a crash/GR (raised stack icon to 300KB, but no luck)
@kas1e I tried/have some of those games and they work fine. Zombies works, frikinshark works,....haven't test all off them (or I don`t remember) Spencer trial works.
Interesting question. I checked glSnoop PROFILE and in both cases most time is spent in glSwapBuffers and in Nova's WaitDone function. I don't know how waiting is done inside the driver.
I also checked cpu loading of all shaders too, and result are:
default: 62% cpu loading
capehill/amigaaa: 62% cpu loading capehill/bars: 62% cpu loading capehill/gears: 62% cpu loading capehill/helloh: 62% cpu loading capehill/helloh2: 62% cpu loading capehill/mandelbrot: 35% cpu loading capehill/nuts: 62% cpu loading capehill/ripple: 62% cpu loading
shadertoy/dueling_mandelbubs: 47% cpu loading shadertoy/foot_torus: 0% cpu loading shadertoy/kissing_donuts : 100% cpu loading shadertoy/sunset : 62% cpu loading shadertoy/yet_another_torus: 100% cpu loading.
I may talking bool, but can't it be that some fragment's functions implemented in fragment shaders in the nova, just "cpu based" for compatibility reassons ?
Also what is interesting, is that if i grab a window when kissing_donuts works, and start to move it : then fps still the same, but while i move window, cpu loading are 3-4% , once i realise mouse pointer, cpu back to 100%. But when i move window by mouse and cpu drops, speed still the same, no changes.