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PostPosted: 07 Oct 2010, 12:28 
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Joined: 28 Jul 2008, 05:51
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UPDATE

The information is this thread is obsolete. You no longer require libdxtn, it's apparently unmaintained. Instead, simply run the driconf GUI from the mesa dev tools and on the "Image Quality" tab activate "Enable S3TC texture compression even if software support is not available".


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PostPosted: 13 Oct 2010, 14:44 
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Joined: 17 Sep 2010, 14:49
SpliFF wrote:
UPDATE

The information is this thread is obsolete. You no longer require libdxtn, it's apparently unmaintained. Instead, simply run the driconf GUI from the mesa dev tools and on the "Image Quality" tab activate "Enable S3TC texture compression even if software support is not available".

But that's exactly what the OP tells to do?


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PostPosted: 14 Oct 2010, 02:10 
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No, the OP tells you to install libdxtn first. This is no longer necessary unless you really want to "compress textures" on-the-fly. Since most distributions run a mile from this library and even the maintainer claims it's unmaintained it's all a recipe for breaking your mesa library.

Aside from that the link in the OP is a 404 anyway. Hopefully people will read as far as the update above before ramdomly trawling the net to find something they don't even need.


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PostPosted: 08 Dec 2010, 10:04 

Joined: 08 Dec 2010, 09:26
Quote:
$ sudo apt-get install libgl1-mesa-dev driconf
$ cd <folder you extracted to>
$ make
$ sudo make install
$ driconf

where is the folder specified here? Where I extracted spring or driconf?


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PostPosted: 08 Dec 2010, 14:09 
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Those instructions are obsolete and refer to libdxtn which is no longer needed. You only need to install mesa-dev, run driconf and enable s3tc compression support in the options.


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PostPosted: 07 Mar 2011, 15:08 

Joined: 12 Aug 2006, 20:35
I would like to report the game mostly works on git kernel/ddx/drm/mesa r600g driver on "ATI RV730XT [Radeon HD 4670]" (ChipID = 0x9490) hardware.

I have about 25fps in 1920x1200.

This driver recently got s3tc capabilities through libdxtn.

Sometimes my commander spawns maimed though, and sometimes units disappear, or the world looks lightblue. I haven't been able to locate the problem thats causing this, or game settings that influence it.


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PostPosted: 19 Aug 2011, 13:40 

Joined: 15 May 2007, 11:33
Location: Suomi/Finland
Hello!
I have radeon HD 4500 video (ID 1002:9555). How I got it working:
  • Build a magic library
    # layman -a stormfront
    # emerge dev-libs/libtxc_dxtn
  • Build a gallium-enabled mesa
    # USE=gallium emerge mesa
  • Have fun.
PS: No need to enable S3TC in driconf, it is on by default in gallium.
PPS: It seems that disappearing units have something to do with transformations, since they do not really disappear, their coordinates are just malformed.


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PostPosted: 11 Dec 2011, 16:58 

Joined: 11 Dec 2011, 16:51
If the glxinfo output contains 'GL_EXT_texture_compression_s3tc', good, otherwise you need to install libtxc_dxtn.
The necessary code to go into ~/.drirc for force-enabling this stuff is something like this:
Code:
<driconf>
    <device screen="0" driver="i965">
        <application name="Default">
            <option name="force_s3tc_enable" value="true" />
        </application>
    </device>
</driconf>


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PostPosted: 12 Dec 2011, 01:41 

Joined: 15 May 2007, 11:33
Location: Suomi/Finland
this still leaves the problem of broken transformations that make units appear hell knows where... it is almost like loadidentity is missing somewhere :mrgreen:


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PostPosted: 22 Apr 2012, 08:37 

Joined: 12 Aug 2006, 20:35
Joined: 28 Jul 2008, 05:51
Location: Australia
I've spent quite a lot of time on this recently.

Firstly, I can confirm Spring runs with low graphics settings on ATI 1950xt with 3.0.4 kernel using the OSS driver and KMS enabled.

There are some caveats:

You must set LoadingMT=0 in your spring settings or Spring will crash/freeze on load with kernel errors related to "GEM lookup" and "CS parser" written to dmesg.
You should use HardwareCursor=1 or your mouse may lag or cause a crash
You should install libdxtn so S3TC/DDS textures work as expected.
I have seen occasional glitches when zooming particular maps (Supreme Battlefield is one example). I suspect related to the presence of water or my choice of water rendering settings.


If it runs on the 1950xt (which is about 8 years old) it should run on any HD* card with higher settings.

I also run Spring on a HD6870 with the closed-source driver and haven't experienced any issues. I did try to switch to the OSS driver but at the time I didn't know about the LoadingMT setting so it was crashing on load.

On a more general note I have never had issues with any software or game except Spring. System stability is good, blender works, webGL works, compiz works on both drivers and cards. Framerates on the HD6870 are more than adequate at 2560x1600 when playing games like Shogun TW2 under Windows or Civ5 under Wine.

In short, my experience with ATI on linux and windows has been excellent with the exception of Spring under the OSS driver. In Springs' case the main issue is that no Spring devs and very few players use the ATI OSS driver. Issues go unnoticed and are difficult to fix. Things should improve as the OSS driver stabilises (there have been massive changes in the kernel graphics system since 2.6).

Of course you don't have to use the OSS driver and probably should use fglrx if you're running a HD* card. I only switched because:

I like experimenting with the bleeding edge
I hate proprietary drivers in linux
fglrx only supports HD* and higher.


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PostPosted: 22 Apr 2012, 08:46 
Journeywar Developer & Mapper
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Beeing free is hard work


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PostPosted: 01 Sep 2012, 10:39 

Joined: 08 Nov 2008, 07:18
HI first link in thread throws 404 :/

I have ATI x1800xt will it work there anyways?


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PostPosted: 02 Sep 2012, 21:32 
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Joined: 04 Feb 2008, 22:37
Here's the Final Guide with the hoops I had to jump through to get it to work on my Intel HD Graphics (on a Toshiba Satellite R630-155). Not sure how much is necessary, but this made it better for me. It will still have glitches under some conditions, so don't expect any miracles, especially on big games.

First, I highly recommend updating the Mesa driver to >=8.0.4, or waiting until Ubuntu 12.10 is released.
You should install the newest driver. I tried playing without it, and I couldn't. If you don't do it, the rest of this guide will delay your doom from ~5 minutes to ~10 minutes of game.

freelikegnu wrote:
Download and extract the latest version.
you will also need two packages (and their dependencies):
Code:
$ sudo apt-get install libgl1-mesa-dev driconf
$ driconf

enable ST3C texture compression and save your configuration.
you would now have pretty textures in Spring on your IGP or legacy ATI based system.


Now it looks like this.

Burnsys wrote:
Fixed with this:

Here's a workaround. In cmdcolors.txt , simply comment out or remove the following lines:
Code:
stipplePattern 0xffcc
stippleFactor 1
stippleSpeed 1.0


Also in cmdcolors.txt, change
Code:
alwaysDrawQueue   1
to
Code:
alwaysDrawQueue   0


brodul wrote:
We manage to remove the bug. With correct settings.
I think one of these settings needs to be added to ~/.springrc
Code:
3DTrees = 0
AdvMapShading = 0
AdvUnitShading = 0
LoadingMT = 0
LuaShaders = 0
ReflectiveWater = 0

We deleted the following ones:
Code:
AdvSky = 1
CamFreeEnabled = 1
snd_airAbsorption = 0

Will try to pin-point which one causes the problems described above.

And every time you use springsettings after that, check springrc again.
Good luck!


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PostPosted: 16 Oct 2012, 00:51 
Spring Developer

Joined: 31 May 2009, 23:08
i've already installed an ubuntu 12.10 and i'm using the ati-opensource drivers. it seems to work pretty well, the remaining errors are caused by faulty widgets (for example viewtopic.php?f=44&p=530188#p530188 ) and an engine bug is already fixed in the development version of spring.

i can't say anything about stability because i didn't use it a long time. imo linux 3.5 seems to be the first version which could work without big issues. (at least the ati drivers).


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PostPosted: 08 Dec 2012, 17:42 

Joined: 12 Aug 2006, 20:35
Bugreport XTA 9.71 on Spring 91.0 (OMP)
GL renderer: Gallium 0.4 on AMD RV730

description: Renders models or parts of models (commander torso or arms and legs) shifted at wrong coordinates upon spawn or build.

This coordinate shift issue has been around for years now, when will it be fixed?

Quote:
...
[f=0000000] LuaUI v0.3
[f=0000000] Finalizing
[f=0000000] Error: OpenGL: source<API> type<error> id<0> severity<high>:
GL_INVALID_ENUM in glProgramEnvParameter(target)
[f=0000000] Error: OpenGL: source<API> type<error> id<0> severity<high>:
GL_INVALID_ENUM in glProgramEnvParameter(target)
[f=0000000] Error: OpenGL: source<API> type<error> id<0> severity<high>:
GL_INVALID_ENUM in glProgramEnvParameter(target)
[f=0000000] Error: OpenGL: source<API> type<error> id<0> severity<high>:
GL_INVALID_ENUM in glProgramEnvParameter(target)
[f=0000000] Error: OpenGL: source<API> type<error> id<0> severity<high>:
...


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PostPosted: 08 Dec 2012, 17:45 
Spring Developer

Joined: 31 May 2009, 23:08
try this one: http://springrts.com/dl/buildbot/defaul ... -static.7z

(or compile latest git yourself...)


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PostPosted: 08 Dec 2012, 22:39 

Joined: 12 Aug 2006, 20:35
git current solves the error log line display, but still renders part of the models wrong.
I will experiment a bit with the settings.


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PostPosted: 11 Dec 2012, 10:53 
Spring Developer

Joined: 31 May 2009, 23:08
pheldens wrote:
but still renders part of the models wron


newest git should solve this issue, this commit should fix it: https://github.com/spring/spring/commit ... 1419d2b2b0


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PostPosted: 24 Jan 2013, 23:17 

Joined: 12 Aug 2006, 20:35
XTA works quite wlel now with todays git 8f8faec78218edeaf254afd965ca428a579dcbc3

one remark though, the linux process name is \"spring\"

and when you quit the video hangs, but a kill -9 does quit spring for good


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