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  • Ubuntu 14.04 ATI Radeon open source driver with distorted video playback

    - by Bwog
    Video in VLC or SMplayer is often in black and white with washed-out colors in the wrong place (translated considerably). Moreover, the last video image is often visible when a new video is started and persist as long as the new video is running. Colors have a recognizable shape (e.g. a persons clothes or face), but can be obviously incorrect (e.g. green or purples faces). This is independent of the format of the videos (mp4, mkv, wmv). Sometimes all problems disappear when a new video is started, but often only a reboot restores normal video. Ubuntu was upgraded to 14.04 and is fully updated. Processor intel core i5-2500K cpu. gpu: amd/ati Radeon HD 7950. graphics: gallium 0.4 on AMD Tahiti. xorg xserver amd/ati display driver wrapper from xserver-xorg-video-ati. :~$ Xorg -version X.Org X Server 1.15.1 Release Date: 2014-04-13 X Protocol Version 11, Revision 0 Build Operating System: Linux 3.2.0-37-generic x86_64 Ubuntu Current Operating System: Linux Mare 3.13.0-29-generic #53-Ubuntu SMP Wed Jun 4 21:00:20 UTC 2014 x86_64 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=number ro Build Date: 16 April 2014 01:36:29PM xorg-server 2:1.15.1-0ubuntu2 Current version of pixman: 0.30.2 ~$ lspci | grep VGA 01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Tahiti PRO [Radeon HD 7950/8950 OEM / R9 280] Question: how to restore regular video playback?

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  • Gnome 3 - Multiple Video Cards - Xinerama -- Forced Fallback Mode

    - by Alvin
    Just installed a 2nd nvidia video card -- previously had gnome 3 working perfectly with 2 monitors on a a single video card using twinview tried a number of things thus far twinview on 1 card + xinerama no xinerama no twinview various manual xorg.conf hacks based on random forums (couple references below) xinerama no twinview with and without Extensions Composite The last one is what I'm using now -- it results in a forced fallback mode with Composite Disable set at the end of xorg.conf via nvidia-settings Section "Extensions" Option "Composite" "Disable" EndSection when I disabled that last snippet it boots to gnome 3 full with the left monitor on a black screen and the middle monitor as primary but non-responsive switching to console mode Ctrl+Alt+F1 and then switching back I get 3 black screens with a mouse that can move around but nothing to interact with issue seems related to OpenGL and the multiple video cards -- I can boot into Unity without issue though my Glx-Dock shows up with the black background as barely shows in the screenshot below indicating the OpenGL is not initiated has anyone had any luck with getting Xinerama to work with Multiple NVidia Video Cards with OpenGL support? Found this in the logs while looking a bit further [ 23.208] (II) NVIDIA(1): Setting mode "nvidia-auto-select+0+0" [ 23.254] (WW) NVIDIA(1): The GPU driving screen 1 is incompatible with the rest of the [ 23.254] (WW) NVIDIA(1): GPUs composing the desktop. OpenGL rendering will be [ 23.254] (WW) NVIDIA(1): disabled on screen 1. [ 23.277] (==) NVIDIA(1): Disabling shared memory pixmaps [ 23.277] (==) NVIDIA(1): Backing store disabled [ 23.277] (==) NVIDIA(1): Silken mouse enabled [ 23.277] (==) NVIDIA(1): DPMS enabled According to this page at the NVidia User Docs http://us.download.nvidia.com/XFree86/Linux-x86/173.14.09/README/chapter-14.html I may be out of luck =( Starting this question with the hopes that others may be able to help debug and perhaps gain answers over time as I really want to get the full gnome 3 back.

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  • CodePlex Daily Summary for Wednesday, October 31, 2012

    CodePlex Daily Summary for Wednesday, October 31, 2012Popular ReleasesDevpad: 4.25: Whats new for Devpad 4.25: New Theme support New Export Wordpress Minor Bug Fix's, improvements and speed upsAssaultCube Reloaded: 2.5.5: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) Changelog: Fixed potential bot bugs: Map change, OpenAL...Edi: Edi 1.0 with DarkExpression: Added DarkExpression theme (dialogs and message boxes are not completely themed, yet)DirectX Tool Kit: October 30, 2012 (add WP8 support): October 30, 2012 Added project files for Windows Phone 8MCEBuddy 2.x: MCEBuddy 2.3.6: Changelog for 2.3.6 (32bit and 64bit) 1. Fixed a bug in multichannel audio conversion failure. AAC does not support 6 channel audio, MCEBuddy now checks for it and force the output to 2 channel if AAC codec is specified 2. Fixed a bug in Original Broadcast Date and Time. Original Broadcast Date and Time is reported in UTC timezone in WTV metadata. TVDB and MovieDB dates are reported in network timezone. It is assumed the video is recorded and converted on the same machine, i.e. local timezone...MVVM Light Toolkit: MVVM Light Toolkit V4.1 for Visual Studio 2012: This version only supports Visual Studio 2012 (and all Express editions too). If you use Visual Studio 2010, please stay tuned, we will publish an update in a few days with support for VS10. V4.1 supports: Windows Phone 8 Windows 8 (Windows RT) Silverlight 5 Silverlight 4 WPF 4.5 WPF 4 WPF 3.5 And the following development environments: Visual Studio 2012 (Pro, Premium, Ultimate) Visual Studio 2012 Express for Windows 8 Visual Studio 2012 Express for Windows Phone 8 Visual...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.73: Fix issue in Discussion #401101 (unreferenced var in a for-in statement was getting removed). add the grouping operator to the parsed output so that unminified parsed code is closer to the original. Will still strip unneeded parens later, if minifying. more cleaning of references as they are minified out of the code.RiP-Ripper & PG-Ripper: PG-Ripper 1.4.03: changes NEW: Added Support for the phun.org forum FIXED: Kitty-Kats new Forum UrlLiberty: v3.4.0.1 Release 28th October 2012: Change Log -Fixed -H4 Fixed the save verification screen showing incorrect mission and difficulty information for some saves -H4 Hopefully fixed the issue where progress did not save between missions and saves would not revert correctly -H3 Fixed crashes that occurred when trying to load player information -Proper exception dialogs will now show in place of crashesPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 7): This release is compatible with the version of the Smooth Streaming SDK released today (10/26). Release 1 of the player framework is expected to be available next week. IMPROVEMENTS & FIXESIMPORTANT: List of breaking changes from preview 6 Support for the latest smooth streaming SDK. Xaml only: Support for moving any of the UI elements outside the MediaPlayer (e.g. into the appbar). Note: Equivelent changes to the JS version due in coming week. Support for localizing all text used in t...Send multiple SMS via Way2SMS C#: SMS 1.1: Added support for 160by2Quick Launch: Quick Launch 1.0: A Lightweight and Fast Way to Manage and Launch Thousands of Tools and ApplicationsPress Win+Q and start to search and run. http://www.codeplex.com/Download?ProjectName=quicklaunch&DownloadId=523536Orchard Project: Orchard 1.6: Please read our release notes for Orchard 1.6: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you will pollute the rating, and you won't get an answer.Media Companion: Media Companion 3.507b: Once again, it has been some time since our release, and there have been a number changes since then. It is hoped that these changes will address some of the issues users have been experiencing, and of course, work continues! New Features: Added support for adding Home Movies. Option to sort Movies by votes. Added 'selectedBrowser' preference used when opening links in an external browser. Added option to fallback to getting runtime from the movie file if not available on IMDB. Added new Big...MSBuild Extension Pack: October 2012: Release Blog Post The MSBuild Extension Pack October 2012 release provides a collection of over 475 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GUI...NAudio: NAudio 1.6: Release notes at http://mark-dot-net.blogspot.co.uk/2012/10/naudio-16-release-notes-10th.htmlPowerShell Community Extensions: 2.1 Production: PowerShell Community Extensions 2.1 Release NotesOct 25, 2012 This version of PSCX supports both Windows PowerShell 2.0 and 3.0. See the ReleaseNotes.txt download above for more information.Umbraco CMS: Umbraco 4.9.1: Umbraco 4.9.1 is a bugfix release to fix major issues in 4.9.0 BugfixesThe full list of fixes can be found in the issue tracker's filtered results. A summary: Split buttons work again, you can now also scroll easier when the list is too long for the screen Media and Content pickers have information of the full path of the picked item Fixed: Publish status may not be accurate on nodes with large doctypes Fixed: 2 media folders and recycle bins after upgrade to 4.9 The template/code ...AcDown????? - AcDown Downloader Framework: AcDown????? v4.2.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...Rawr: Rawr 5.0.2: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...New ProjectsAccess 2010 Application Platform - Build Your Own Database: An Access database used as an Application Platform, where defined modules with functionality can be easily added.ASPMVCUtil: ASPMVCUtil is a compilation of libraries useful for developing in ASP.NET MVCBCF.Net: BCF.Net?????Microsoft.Net?????,??????????????????????????????。BCF.Net?????.Net?????????,???????????????????,???????????。Bytecode Translator: A translator from .NET bytecode to Boogie: Bytecode Translator is a translator from .NET bytecode to Boogie.Chalice: Specification and Verification of Concurrent Programs: Chalice is a verifier for concurrent programsDafny: An Automatic Program Verifier for Functional Correctness: Dafny is an automatic program verifier for functional correctness.DNN Task Manager1: This is the DnnTaskManager Project I have started with to learn how to create DNN modules.E Ledger: E Ledger provide user friendly interface to manage daily ledger party wise. And reporting in this project is platform independent. Reporting is in HTML format.FederatedScaleOutDatabases: A broker piece of code that helps to use relational databases in a scale-out fashion. The broker exposes a LINQ based API.FIFP: project for schedule testFileStrider: Explores 50 biggest forlders and files which "eat" disk spaceFlake ID Generators: Flake Id Generators is a set of decentralized, k-ordered id generation services in C#GFC and ASP.Net: Google Friend Connect and ASP.Net TechnologyGPUVerify: A verifier for GPU kernels: GPUVerify is a tool for verifying race- and divergence-freedom of GPU kernels written in OpenCL and CUDA.labirinthus: This is a simple videogame developed for an university project. I've not the rights of media contents, I used them only for academic purpose. LFS ERP: My First Open Source Systemmangopollo: Mangopollo* will allow you to easily take advantage of new windows phone 8 tiles (cyclic, flip, iconic) and of new launchersMediaAutomator: This project was created in order to provide an automation for media files (videos, music, etc)P-ZPP_ATH_2B: Oto wymyslny i jakze przydatny program utworzony przez grupe 2 b na Czele Radoslawa BuryRemote domain rename: A graphical front-end for Microsoft's netdom utility that allows users to batch rename domain computers.Simple Trading Platform: This project is aimed at providing meaningful trading information including feedback and managed conversations to all traders in an easy to use manner.Software41: Still deciding on what our projects main goal isSqlCondition for the CapableObject's ECO framework.: ECO is a tool for Domain Driven Development from Capable Objects (www.capableobjects.com). ECO uses OCL for loading objects from the database backend. Loading objects by SQL is currently not supported. This project aims to fill that gap, until ECO provides that support.Streamlet Website: This is my own website for personal use.Symmetry XAML Plugins (Osiris Release): Got a bug you just can't crack? Want to automate or customize something but the team will howl at you for checking it in? Symmetry Plugins to the rescue!!!TOP TECHNOLOGIES Learn & Research Labs: At TOP TECHNOLOGIES we are constantly researching awesome and thrilling topics and decided to share our knowledge with the community.UiAutomationExtension: UI Automation ????????????????????。What's Happening Tag Cloud: Web site that creates tag cloud for multiple words. The weight or occurences of this word is responsible for the font size. Position and color are random.?????????: ?????????????: ???? Windows Phone ????,?????,?????????WebService Api,?????wap.10010.com???????。

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  • Is HTML5/WebGL performance unreliable on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • Animating DOM elements vs refreshing a single Canvas

    - by mgibsonbr
    A few years ago, when the HTML Canvas element was still kinda fresh, I wrote a small game in a rather "unusual" way: each game element had its own canvas, and frequently animated elements even had multiple canvases, one for each animation sprite. This way, the translation would be done by manipulating the DOM position of the canvases, while the sprite animation would consist of altering the visibility of the already drawn canvases. (z-indexes, of course, were the tricky part) It worked like a charm: even in IE6 with excanvas it showed a decent performance, and everything was rather consistent between browsers, including some smartphones. Now I'm thinking in writing a larger game engine in the same fashion, so I'm wondering whether it would be a good idea to do so in the current context (with all the advances in browsers and so on). I know I'm trading memory for time, so this needs to be customizable (even at runtime) for each machine the game will be running. But I believe using separate canvases would also help to avoid the game "freezing" on CPU spikes, since the translation would still happen even if the redraws lag for a while. Besides, the browsers' rendering engines are already optimized in may ways, so I'm guessing this scheme would also reduce the load on the CPU (in contrast to doing everything in JavaScript - specially the less optimized ones). It looks good in my head, but I'd like to hear the opinion of more experienced people before proceeding further. Is there any known drawback of doing this? I'm particulartly unexperienced in dealing with the GPU, so I wonder whether this "trick" would nullify any benefit of using a single, big canvas. Or maybe on modern devices it's overkill (though I'm skeptic about the claims that canvas+js - especially WebGL - will ever be a good alternative to native code). Any thoughts?

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • Dev Lead Job opening on my team

    My product unit (Parallel Developer Tools) is hiring a developer lead here in Redmond. This position is specifically on the debugger feature team that I "Program Manage".So, if you have what it takes and don't mind working with me every single day, click on the link below to read more and apply. You can also send me your resume and I'll make sure it gets to the right place and that you get a prompt response.There is a very long job description on the Microsoft careers site under job id 707388.Here is an excerpt from the middle (emphasis mine):"...We are in search of a talented and innovative senior lead software design engineer to own development of the debugging tools for data parallelism (including GP-GPU) and HPC Clusters being built by our team.To be successful, you need to be able to guide careers, design and architect well, communicate and share the best development practices, collaborate with your peers, contribute to the vision, and code significant portions of the solution. We want to hear from you if you're passionate about making your mark in the parallel development space, improving people, and building world-class tools."Responsibilities include:Managing a team of senior and junior developersDesign and coding high-quality software..."For the full background story, requirements, qualifications and responsibilities please visit the official page. Comments about this post welcome at the original blog.

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  • Error message when running OpenGL programs with bumblebee

    - by user170860
    X Error of failed request: BadDrawable (invalid Pixmap or Window parameter) Major opcode of failed request: 152 (DRI2) Minor opcode of failed request: 8 (DRI2SwapBuffers ) Resource id in failed request: 0x4200005 Serial number of failed request: 2166 Current serial number in output stream: 2167 primus: warning: timeout waiting for display worker Segmentation fault (core dumped) I don't get this on all OGL programs, but only particularly GPU intense ones. Also, I only get this using primusrun. optirun gives the same error no matter what I run: [VGL] NOTICE: Pixel format of 2D X server does not match pixel format of [VGL] Pbuffer. Disabling PBO readback. I don't know what either of these mean. Neither of them stop the programs from running, but I'd like to fix the problem if there is one. Also, I prefer to use primusrun because it is faster and it does a better job with vertical sync, however, it only supports OGL 4.2. This isn't a big issue because the programs I write are forward compatible, but it still seems odd to me. So basically I'd just like it if someone could explain to me what is happening and if there is something I can do about it. Thanks.

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • Radeon HD 6850 VMware 3D Support?

    - by Matt
    I'm a new Ubuntu user (new to all of linux actually). I've installed Ubuntu 11.10 x64 and have been enjoying it, but I wanted to see how it would perform using VMware for small time gaming since I find dual booting too much of a nuisance to even bother using Ubuntu at all (sorry!). I have an Asus EAH6850 DirectCU Radeon HD 6850 graphics card and I've installed the additional ATI/AMD proprietary FGLRX graphics driver, but when I open a Windows XP 32bit machine I installed through VMware, I get this message: "The GPU driver currently installed on this host may cause issues with VMware products. If you notice any issues please disable the 3D support in the affected virtual machines." I still have 3D capabilities in the VM but they are very very choppy even running the DX tests (the spinning cube). I've seen people on youtube and other forums saying that since the new 3D acceleration in VMware 8 gaming is very possible through VMs (and I've seen them running the DX tests with the spinning cube very smoothly). I'm wondering if my graphics card isn't fully supported or if I have installed it wrong. Also when I check system info (on the host Ubuntu machine) it says "Graphics VESA:BARTS" Should my Radeon HD 6850 be showing up there? The rest of my basic system info i5 2500k 8GB 1600MHz memory Guest is running with access to all 4 cores of processor and 3gb memory assigned.

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  • Alienware M17x R3: Possible downclock

    - by Ywen
    I installed recently Kubuntu 11.10 32 bits (had graphics driver issues, wanted to try on 32 bits version) on my new Alienware M17x, with a Core i7-2670QM CPU. Cores are supposed to be clocked at 2.2 GHz, however the output of $ cat /proc/cpuinfo | grep -i "hz" gives me: model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 model name : Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz cpu MHz : 800.000 If useful, the AC adapter is plugged in (yet the ouput is the same when the computer is powered only by the battery) and I have Firefox and Eclipse running. Does /proc/cpuinfo reflect a possible automatic downclock made to save power if processor load is low or is this output abnormal? EDIT: Ok, I checked and yes, the ouput does vary in function of the load. I reach 2.2 GHz when needed. But my following problem remains. I was checking my CPU clocking because I experienced poor performances when reading 720p video files on Ubuntu with VLC or mplayer when on battery (and I believe VLC by default only uses CPU, not GPU to decode), whereas I haven't got such problems with VLC on Windows (which made me think it wasn't coming from a BIOS option, plus every option in the BIOS regarding the CPU is turned ON).

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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • nVidia Settings: Overriding anti-aliasing causes delay

    - by Kalle Elmér
    I'm using Google Sketchup on ubuntu 12.04 with Wine 1.4. It works flawlessly out of the box, but anti-aliasing is causing some problems. I can override anti-aliasing settings using the nVidia X Server Settings utility, which results in a great-looking image. However, the view doesn't seem to update properly. It's a bit hard to explain, but if I do something (e.g. zooming) the changes won't appear in the view until I take another action. in other words, there seems to be a delay of one "action". Take this example. The mouse wheel is moved one notch to zoom in one step. Nothing happens. An object is selected by clicking. The new zoom is rendered but the selection box doesn't appear. An empty area is clicked. The selection box appears. Is there something that I can do to solve the problem? Could I force the GPU to redraw that view with a certain interval, or is there some other solution? I really like anti-aliasing, but it's hard to use when drawing stuff.

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  • C++ Numerical Recipes &ndash; A New Adventure!

    - by JoshReuben
    I am about to embark on a great journey – over the next 6 weeks I plan to read through C++ Numerical Recipes 3rd edition http://amzn.to/YtdpkS I'll be reading this with an eye to C++ AMP, thinking about implementing the suitable subset (non-recursive, additive, commutative) to run on the GPU. APIs supporting HPC, GPGPU or MapReduce are all useful – providing you have the ability to choose the correct algorithm to leverage on them. I really think this is the most fascinating area of programming – a lot more exciting than LOB CRUD !!! When you think about it , everything is a function – we categorize & we extrapolate. As abstractions get higher & less leaky, sooner or later information systems programming will become a non-programmer task – you will be using WYSIWYG designers to build: GUIs MVVM service mapping & virtualization workflows ORM Entity relations In the data source SharePoint / LightSwitch are not there yet, but every iteration gets closer. For information workers, managed code is a race to the bottom. As MS futures are a bit shaky right now, the provider agnostic nature & higher barriers of entry of both C++ & Numerical Analysis seem like a rational choice to me. Its also fascinating – stepping outside the box. This is not the first time I've delved into numerical analysis. 6 months ago I read Numerical methods with Applications, which can be found for free online: http://nm.mathforcollege.com/ 2 years ago I learned the .NET Extreme Optimization library www.extremeoptimization.com – not bad 2.5 years ago I read Schaums Numerical Analysis book http://amzn.to/V5yuLI - not an easy read, as topics jump back & forth across chapters: 3 years ago I read Practical Numerical Methods with C# http://amzn.to/V5yCL9 (which is a toy learning language for this kind of stuff) I also read through AI a Modern Approach 3rd edition END to END http://amzn.to/V5yQSp - this took me a few years but was the most rewarding experience. I'll post progress updates – see you on the other side !

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  • Raspberry Pi and Java SE: A Platform for the Masses

    - by Jim Connors
    One of the more exciting developments in the embedded systems world has been the announcement and availability of the Raspberry Pi, a very capable computer that is no bigger than a credit card.  At $35 US, initial demand for the device was so significant, that very long back orders quickly ensued. After months of patiently waiting, mine finally arrived.  Those initial growing pains appear to have been fixed, so availability now should be much more reasonable. At a very high level, here are some of the important specs: Broadcom BCM2835 System on a chip (SoC) ARM1176JZFS, with floating point, running at 700MHz Videocore 4 GPU capable of BluRay quality playback 256Mb RAM 2 USB ports and Ethernet Boots from SD card Linux distributions (e.g. Debian) available So what's taking place taking place with respect to the Java platform and Raspberry Pi? A Java SE Embedded binary suitable for the Raspberry Pi is available for download (Arm v6/7) here.  Note, this is based on the armel architecture, a variety of Arm designed to support floating point through a compatibility library that operates on more platforms, but can hamper performance.  In order to use this Java SE binary, select the available Debian distribution for your Raspberry Pi. The more recent Raspbian distribution is based on the armhf (hard float) architecture, which provides for more efficient hardware-based floating point operations.  However armhf is not binary compatible with armel.  As of the writing of this blog, Java SE Embedded binaries are not yet publicly available for the armhf-based Raspbian distro, but as mentioned in Henrik Stahl's blog, an armhf release is in the works. As demonstrated at the just-completed JavaOne 2012 San Francisco event, the graphics processing unit inside the Raspberry Pi is very capable indeed, and makes for an excellent candidate for JavaFX.  As such, plans also call for a Pi-optimized version of JavaFX in a future release too. A thriving community around the Raspberry Pi has developed at light speed, and as evidenced by the packed attendance at Pi-specific sessions at Java One 2012, the interest in Java for this platform is following suit. So stay tuned for more developments...

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  • Battery is drained too quickly

    - by LucaB
    I'm getting really low battery life under ubuntu, not even close to windows. I tried powertop, and I saw that my laptop is consuming in idle nearly 20 watts (a bit more). I tried to install laptop-mode-tools, change "good" into "bad" in powertop, but nothing changes. I see that I have the the HD audio output device which is running at 100% every time. Could this be the problem? This is a report from powertop. The battery reports a discharge rate of 22.8 W The estimated remaining time is 33 minutes Summary: 381.8 wakeups/second, 0.0 GPU ops/second and 0.0 VFS ops/sec Usage Events/s Category Description 3.2 ms/s 182.7 Timer tick_sched_timer 100.0% Device Audio codec hwC0D3: Intel 7.9 ms/s 25.1 Process /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch -background no 1.9 ms/s 24.2 Interrupt [6] tasklet(softirq) 2.9 ms/s 23.2 Process /usr/lib/chromium-browser/chromium-browser --type=zygote 8.1 ms/s 20.3 Process /usr/lib/unity/unity-panel-service 0.7 ms/s 17.4 Timer hrtimer_wakeup 4.2 ms/s 12.6 Process unity-2d-panel 604.4 µs/s 9.7 Process syndaemon -i 2.0 -K -R -t 149.7 µs/s 9.7 kWork ieee80211_iface_work 0.8 ms/s 8.7 Process metacity 19.5 ms/s 1.0 Process powertop 3.0 ms/s 6.8 Process //bin/dbus-daemon --fork --print-pid 5 --print-address 7 --session 699.0 µs/s 6.8 Process /usr/lib/thunderbird/thunderbird 4.3 ms/s 4.8 Process gnome-terminal 658.9 µs/s 2.9 Interrupt [1] timer(softirq) 75.1 µs/s 2.9 kWork iwl_bg_run_time_calib_work 163.8 µs/s 1.9 Process /usr/lib/accountsservice/accounts-daemon 70.6 µs/s 1.9 Process [ksoftirqd/2] 25.8 µs/s 1.9 Process [ksoftirqd/0] 1.0 ms/s 1.0 Process /usr/bin/python /usr/sbin/powernapd 408.2 µs/s 1.0 Process unity-2d-shell 189.8 µs/s 1.0 Process /usr/lib/chromium-browser/chromium-browser 124.4 µs/s 1.0 Process /usr/lib/unity-lens-applications/unity-applications-daemon 113.3 µs/s 1.0 Process /usr/lib/gnome-settings-daemon/gnome-settings-daemon 112.0 µs/s 1.0 Process nautilus -n 104.9 µs/s 1.0 Process /usr/lib/gvfs/gvfsd-trash --spawner :1.2 /org/gtk/gvfs/exec_spaw/0 77.5 µs/s 1.0 Process /usr/lib/x86_64-linux-gnu/colord/colord 75.6 µs/s 1.0 Process /usr/lib/gvfs/gvfs-gdu-volume-monitor 75.0 µs/s 1.0 Interrupt [53] i915 74.9 µs/s 1.0 Process /usr/lib/gvfs/gvfs-afc-volume-monitor What should I do to make the battery consumption lower?

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  • OpenGL profiling with AMD PerfStudio 2

    - by Aurus
    I'm rendering just a really small amount of polygons for my UI but however I still tried to increase the FPS. In the end I removed redundant calls which increased the FPS. I really don't want to lose FPS for nothing so I keep looking for more improvements. The first thing I noticed is the "huge" time where no calls are made before SwapBuffer (the black one). Well I know that OpenGL works asynchronous so SwapBuffer has to wait until everything is done. But shouldn't PerfStudio mark this time also as black ? Correct me If I am wrong. The second thing I noticed is that some glUniform2f calls just take longer (the brown ones). I mean they should all upload 2floats to the GPU how can the time be so different from call to call. The program isn't even changed or something like that. I also tried to look at other programs like gDebugger or CodeXL but they often crashed and they show less statistics (only # of calls or redundant calls etc.) EDIT: I also realized that the draw calls also have different durations, which was obvious for me but sometimes drawing more vertices is faster than drawing less vertices.

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  • why is glVertexAttribDivisor crashing?

    - by 2am
    I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is crashing when I am calling glVertexAttribDivisor I haven't changed any code since yesterday. Here is how I am sending data to GPU for instancing. glGenBuffers(1, &iVBO); glBindBuffer(GL_ARRAY_BUFFER, iVBO); glBufferData(GL_ARRAY_BUFFER, (ml_instance->i_positions.size()*sizeof(glm::vec4)) , NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, (ml_instance->i_positions.size()*sizeof(glm::vec4)), &ml_instance->i_positions[0]); And then in vertex specification-- glBindBuffer(GL_ARRAY_BUFFER, iVBO); glVertexAttribPointer(i_positions, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(i_positions); glVertexAttribDivisor(i_positions,1); // **THIS IS WHERE THE PROGRAM CRASHES** glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0,TREES_INSTANCE_COUNT); I have checked ml_instance->i_positions, it has all the data that needs to render. I have checked the value of i_positions in vertex shader, it is the same as whatever I have defined there. I am little out of ideas here, everything looks pretty much fine. What am I missing?

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  • Low graphic mode after switching to fglrx drivers

    - by MrKenkadze27
    I have another problem on my laptop after trying to fix another issue. So, because of this issue, I wanted to switch to fglrx to fix it and after restart, I got this screen: I went back to terminal and I got rid of this problem by "purge"-ing the fglrx driver and removing it, going back to problem number one. I tried lot of methods to fix this such as this ones but they ether switched back to open-source drivers or didn't helped at all. So would anyone like to help? maybe give some commends to try? My Laptop has 2 GPU, AMD Radeon HD 7650M and Intel(R) HD Graphics 4000. AMD is running always making my laptop too hot. Here's one of the Xorg.5.log file paste, I am sure it will be useful finding my problem. Thanks! Please make answer easy to understand as I am not an expert, this problem is keeping me from being one. Also the AMD driver which can be downloaded from their site doesn't install, it says non compatible graphics card but Ubuntu Software Updater sure installs it.

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  • High Power Consumption and Wakeups on my Asus X54H with 12.04

    - by Marogian
    So I've been using powertop to try and reduce the power consumption on my laptop as I only seem to get about 3 hours of battery. From reading other threads on here it seems my power consumption and wakeups are strangely high, here's a summary: The battery reports a discharge rate of 10.2 W Summary: 651.8 wakeups/second, 0.0 GPU ops/second and 0.0 VFS ops/sec The things which stand out as odd: 1.31 W 4.0 ms/s 166.7 Interrupt PS/2 Touchpad / Keyboard / Mouse So more than 10% of my battery is being consumed by my touchpad/keyboard? That doesn't seem right. 548 mW 34.3 ms/s 45.9 Process compiz 5% from Compiz. Is this correct? 376 mW 1.8 ms/s 47.5 Interrupt [51] i915 298 mW 1.4 ms/s 37.7 Timer tick_sched_timer Another few percent from these things- not quite sure what they are. For reference I've installed Laptop Mode Tools, Jupiter (on power save), the CPU governor is definitely on powersave and brightness is on minimum. What else can I do/Any ideas? I've seen other posts on here reporting laptop battery lives of ~8 hours and power consumption of 4W rather than my 10W... Thanks!

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  • How to install nvidia drivers (GT 440 ) on Xubuntu 12.10 , screen res gone to 640x480 :(

    - by shaggyjack
    Hi all after days of endless googling I finally gave in and decided to try and directly ask for help. I have just installed Xubuntu and updated to 12.10 on a pretty old (12 years) machine, and I am now struggling to install the correct drivers for the nvidia 440 gt card.. I have managed to get "additional drivers" but the app does not show in the menu, I went through a few procedures which ended up in my screen going no higher than 640x480, and tried all the sudo apt-get variations with nvidia-current and current updates... I think I got the right version of the drivers ( 93.43.07 ) but they won't install from terminal as they say I am running an X server. So I learnt how to shut the graphic interface but then I try and install them from there but after I write the exact same command (sudo home/username/Downloads/NVIDIA-Linux-x86-96.43.07.pkg1.run ) nothing happens and the terminal says something like command not found. I am desperate for help if anybody could point me in the right direction that would be greatly appreciated. There are lots of similar topics on installing nvidia drivers but I seem to understand that current drivers are no good for my old GPU. So if anybody could show me how to install the right version that would be excellent. Thanks in advance! Jack

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  • Ubuntu 13.10 AMD/ATI proprietary driver slow boot time, lengthy login/logout delays

    - by NahsiN
    Ubuntu 13.10 is causing me major headaches with my AMD/ATI HD 5770 GPU. Below is a list of problems I am currently encountering. 1) The boot time is extended by at least 25s after installing catalyst 13.4. Using open source radeon drivers, my boot time till the login screen is ~10s. With catalyst 13.4 installed, the boot time increases to ~35s. This was not the case in Ubuntu 13.04, 12.10 or 12.04. I have done the driver installation manually (instructions from wiki.cchtml.com) and using software center and there is no difference. I have not tried the catalyst 13.8 beta driver. 2) After manual installation of catalyst 13.4, I get stuck at a black screen after logging in. I have to purge fglrx to resolve the problem. I tried sudo amdconfig --initial -f but it didn't help. 3) The delay between logging in and unity being displayed is ~10-15s for BOTH open source and proprietary drivers. During the delay, it's just a black screen. Whenever I logout, there is again a ~10-15s delay with the login screen appearing stuck before lightdm allows me to enter my password again. This is ridiculous! Yes, I could stick with open source radeon drivers but I would like to install Steam and play my Valve collection on the machine. Is anybody else encountering similar issues?

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  • What calls trigger a new batch?

    - by sebf
    I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding the performance characteristics of code using the GPU but there are a couple of things that aren't clear that I need to know to optimize my drawing. Specifically, what calls make the distinction between batches. I know that any state changes cause a new batch, so that includes: Render State Changes Buffer Changes Shader Changes Render Target Changes Correct? What else counts as a 'state change'? Does each Draw**Primitive() call constitute a new batch? Even if I were to issue the same call twice, with no state changes, or call it once on on part of the buffer, then again on another? If I were to update a buffer, but not change the bindings, would that be a new batch? That presentation and a DX9 page suggest using all of the texture slots available, which I take to mean loading multiple objects in 'parallel' by mapping their buffers/shaders/textures to slots 1-16. But I am not sure how this works - surely to do this you would need to change the buffer binding and that would count as a state change? (or is it a case of you do but it saves 16 calls so its OK?)

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  • hdmi audio works only with aplay -D alsa test wavs; open source radeon drivers; kernel 3.5 vgaswitcheroo

    - by user108754
    I've trolled the internets to make hdmi work on my system Ubuntu 12.04 software center kernel 3.5 uname: Linux ubuntu 3.5.0-18-generic #29~precise1-Ubuntu SMP...x86_64 x86_64 x86_64 GNU/Linux open source radeon drivers vgaswitcheroo (hybrid intel/radeon gpu): I boot with intel, not radeon, running. (and recall that with kernel 3.5, vgaswitcheroo now gives info on a third item, "DIS-Audio"; it indicates pwr on my system) ( /etc/rc.local: chown user:user /sys/kernel/debug/ # change "username" with your user name echo OFF /sys/kernel/debug/vgaswitcheroo/switch ) grub indeed now has "radeon.audio=1" for testing audio, I did aplay -l which gave me the card and device, which made me try aplay -D plughw:1,3 /usr/share/sounds/alsa/Front_Center.wav and lo! I get crystal clear sound on my hdtv. If I play an mp3 file as the argument to that command, I get noise as, I guess, aplay interprets the mp3 code as a wav. If I play a .wav that is not in the /usr/share/sounds/alsa/ directory, I get nothing. Internet flash video in browser plays no sound over hdmi. Both system sounds control and pavucontrol have hdmi cedar selected. Alas, I can not get sound for any gui test (left, right). Why would only aplay, and only when directed with "-D plughw", yield sound over hdmi? I've also tried only using one sound program at a time, if it was a limitation of alsa, so I tried aplay with web browser and even the sound control gui closed. I tried each of the last two, running alone. No improvement. alsamixer only shows hda intel and I think it's only the intel audio, not the hdmi.

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