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OpenGL GLSL very slow in ATI

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Hi, GLSL is very slow in my card; something like 13 FPS only for render a room with bump mapping and bloom.
I already seen the shader log and I didn't seen the word "software".
But I get this warning in many shaders:

Validation warning! - Sampler value GUItexture has not been set in fragment shader<br/> Validation successful.

Also looks like the number of read calls to a 2D sampler sometimes makes the shader to run even slower(something like 2 FPS).
It's very strange because the same shader can run in NVIDIA cards very good and I can run some heavy games(I already run Doom 3):
This is my glxinfo:

name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: ATI
server glx version string: 1.4
server glx extensions:
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method,
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGIS_multisample,
GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group
client glx vendor string: ATI
client glx version string: 1.4
client glx extensions:
GLX_ARB_create_context, GLX_ARB_create_context_profile,
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_NV_swap_group,
GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGIX_swap_barrier, GLX_SGIX_swap_group,
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap,
GLX_EXT_framebuffer_sRGB, GLX_ARB_fbconfig_float, GLX_AMD_gpu_association
GLX version: 1.4
GLX extensions:
GLX_ARB_create_context, GLX_ARB_create_context_profile,
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_swap_control,
GLX_NV_swap_group, GLX_OML_swap_method, GLX_SGI_make_current_read,
GLX_SGI_swap_control, GLX_SGI_video_sync, GLX_SGIS_multisample,
GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_swap_barrier,
GLX_SGIX_swap_group, GLX_SGIX_visual_select_group,
GLX_EXT_texture_from_pixmap
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Radeon HD 3200 Graphics
OpenGL version string: 3.3.9901 Compatibility Profile Context
OpenGL shading language version string: 3.30
OpenGL extensions:
GL_AMDX_debug_output, GL_AMD_conservative_depth,
GL_AMD_draw_buffers_blend, GL_AMD_name_gen_delete,
GL_AMD_performance_monitor, GL_AMD_shader_stencil_export,
GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, GL_ARB_copy_buffer,
GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture,
GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions,
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
GL_ARB_fragment_shader, GL_ARB_framebuffer_object,
GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, GL_ARB_half_float_pixel,
GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays,
GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture,
GL_ARB_occlusion_query, GL_ARB_occlusion_query2,
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
GL_ARB_provoking_vertex, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,
GL_ARB_shader_bit_encoding, GL_ARB_shader_objects,
GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shadow,
GL_ARB_shadow_ambient, GL_ARB_sync, GL_ARB_texture_border_clamp,
GL_ARB_texture_buffer_object, GL_ARB_texture_compression,
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat,
GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
GL_ARB_texture_snorm, GL_ARB_timer_query, GL_ARB_transform_feedback2,
GL_ARB_transform_feedback3, GL_ARB_transpose_matrix,
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,
GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,
GL_ARB_vertex_program, GL_ARB_vertex_shader,
GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_window_pos, GL_ATI_draw_buffers,
GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo,
GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc,
GL_ATI_texture_env_combine3, GL_ATI_texture_float,
GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_bindable_uniform, GL_EXT_blend_color,
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_draw_buffers2,
GL_EXT_draw_instanced, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB,
GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters,
GL_EXT_gpu_shader4, GL_EXT_histogram, GL_EXT_multi_draw_arrays,
GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap,
GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D,
GL_EXT_texture_array, GL_EXT_texture_buffer_object,
GL_EXT_texture_buffer_object_rgb32, GL_EXT_texture_compression_latc,
GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object,
GL_EXT_texture_rectangle, GL_EXT_texture_sRGB,
GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,
GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback,
GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square,
GL_NV_conditional_render, GL_NV_copy_depth_to_color,
GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float,
GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_SGIS_generate_mipmap,
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays,
GL_WIN_swap_hint, WGL_EXT_swap_control

65 GLX Visuals
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
----------------------------------------------------------------------
0x23 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x24 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x25 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x26 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x27 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None
0x28 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None
0x29 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 None
0x2a 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0 None
0x2b 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x2c 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x2d 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x2e 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x2f 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 2 1 None
0x30 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 2 1 None
0x31 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 2 1 None
0x32 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 2 1 None
0x33 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x34 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x35 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x36 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x37 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 4 1 None
0x38 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 4 1 None
0x39 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 4 1 None
0x3a 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1 None
0x3b 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x3c 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x3d 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x3e 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x43 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x44 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x45 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x46 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x4b 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x4c 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x4d 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x4e 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x4f 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None
0x50 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None
0x51 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 None
0x52 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0 None
0x53 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x54 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x55 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x56 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x57 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 2 1 None
0x58 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 2 1 None
0x59 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 2 1 None
0x5a 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 2 1 None
0x5b 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x5c 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x5d 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x5e 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x5f 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 4 1 None
0x60 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 4 1 None
0x61 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 4 1 None
0x62 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1 None
0x63 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x64 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x65 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x66 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x6b 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x6c 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x6d 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x6e 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0xa0 32 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1 Ncon

75 GLXFBConfigs:
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
----------------------------------------------------------------------
0x23 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x24 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x25 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x26 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x27 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None
0x28 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None
0x29 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 None
0x2a 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0 None
0x2b 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x2c 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x2d 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x2e 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x2f 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 2 1 None
0x30 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 2 1 None
0x31 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 2 1 None
0x32 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 2 1 None
0x33 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x34 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x35 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x36 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x37 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 4 1 None
0x38 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 4 1 None
0x39 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 4 1 None
0x3a 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1 None
0x3b 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x3c 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x3d 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x3e 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x43 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x44 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x45 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x46 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x4b 0 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x4c 0 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x4d 0 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x4e 0 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x4f 0 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None
0x50 0 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None
0x51 0 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 None
0x52 0 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0 None
0x53 0 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x54 0 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x55 0 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x56 0 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x57 0 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 2 1 None
0x58 0 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 2 1 None
0x59 0 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 2 1 None
0x5a 0 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 2 1 None
0x5b 0 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x5c 0 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x5d 0 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x5e 0 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x5f 0 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 4 1 None
0x60 0 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 4 1 None
0x61 0 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 4 1 None
0x62 0 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1 None
0x63 0 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x64 0 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x65 0 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x66 0 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x6b 0 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x6c 0 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 None
0x6d 0 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0x6e 0 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 None
0xa0 0 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1 Ncon
0xa0 0 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 Ncon
0xa0 0 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 Ncon
0xa0 0 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 Ncon
0xa0 0 tc 0 32 0 r . . 8 8 8 8 0 0 0 0 0 0 0 0 0 Ncon
0xa0 0 tc 0 128 0 y . 32 32 32 32 0 24 0 0 0 0 0 0 0 None
0xa0 0 tc 0 128 0 . . 32 32 32 32 0 24 0 0 0 0 0 0 0 None
0xa0 0 tc 0 64 0 y . 16 16 16 16 0 24 0 0 0 0 0 0 0 None
0xa0 0 tc 0 64 0 . . 16 16 16 16 0 24 0 0 0 0 0 0 0 None
0xa0 0 tc 0 32 0 y . 11 11 10 0 0 24 0 0 0 0 0 0 0 None
0xa0 0 tc 0 32 0 . . 11 11 10 0 0 24 0 0 0 0 0 0 0 None

And my fglrxinfo:


display: :0.0 screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Radeon HD 3200 Graphics
OpenGL version string: 3.3.9901 Compatibility Profile Context

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Quote:
Original post by lobishomen
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Radeon HD 3200 Graphics
OpenGL version string: 3.3.9901 Compatibility Profile Context
I own one of these GPUs, and I think that your expectations may be a little unrealistic. Which NVidia GPU(s) did you compare it to?

Keep in mind that the 3200 is an integrated part, and despite being one of the better integrated GPUs of a few years ago, is clearly showing its age. It should do fine with small amounts of geometry and limited/no shaders, but don't expect to play Crysis.

Also, you are running under linux, and the ATI drivers for legacy GPUs under linux were never terribly strong in the first place. I would recommend booting into Windows some time, and seeing if the performance is better.

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Quote:
Original post by msc_nik
this video show crysis running in a 3200 hd,
Sure, I was being a tad facetious.

Of course Crysis can run (the 3200 is DX10 capable, after all), but it doesn't do so very well - that video seems to be running at 640x480, quality reduced to medium, gamebooster to eek out every last drop of performance, and he *still* isn't hitting 30 fps reliably.

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      Sprite Class
      (You mostly need to see the Constructor, the Render Method and the Move Method)
      #include "Brain.h" #include <glm/gtc/matrix_transform.hpp> #include <vector> struct Sprite::Implementation { //Position. struct pos pos; //Tag. std::string tag; //Texture. Texture *texture; //Model matrix. glm::mat4 model; //Vertex Array Object. VertexArray *vao; //Vertex Buffer Object. VertexBuffer *vbo; //Layout. VertexBufferLayout *layout; //Index Buffer Object. IndexBuffer *ibo; //Shader. Shader *program; //Brains. std::vector<Brain *> brains; //Deconstructor. ~Implementation(); }; Sprite::Sprite(std::string image_path, std::string tag, float x, float y) { //Create Pointer To Implementaion. m_Impl = new Implementation(); //Set the Position of the Sprite object. m_Impl->pos.x = x; m_Impl->pos.y = y; //Set the tag. m_Impl->tag = tag; //Create The Texture. m_Impl->texture = new Texture(image_path); //Initialize the model Matrix. m_Impl->model = glm::mat4(1.0f); //Get the Width and the Height of the Texture. int width = m_Impl->texture->GetWidth(); int height = m_Impl->texture->GetHeight(); //Create the Verticies. float verticies[] = { //Positions //Texture Coordinates. x, y, 0.0f, 0.0f, x + width, y, 1.0f, 0.0f, x + width, y + height, 1.0f, 1.0f, x, y + height, 0.0f, 1.0f }; //Create the Indicies. unsigned int indicies[] = { 0, 1, 2, 2, 3, 0 }; //Create Vertex Array. m_Impl->vao = new VertexArray(); //Create the Vertex Buffer. m_Impl->vbo = new VertexBuffer((void *)verticies, sizeof(verticies)); //Create The Layout. m_Impl->layout = new VertexBufferLayout(); m_Impl->layout->PushFloat(2); m_Impl->layout->PushFloat(2); m_Impl->vao->AddBuffer(m_Impl->vbo, m_Impl->layout); //Create the Index Buffer. m_Impl->ibo = new IndexBuffer(indicies, 6); //Create the new shader. m_Impl->program = new Shader("Shaders/SpriteShader.shader"); } //Render. void Sprite::Render(Window * window) { //Create the projection Matrix based on the current window width and height. glm::mat4 proj = glm::ortho(0.0f, (float)window->GetWidth(), 0.0f, (float)window->GetHeight(), -1.0f, 1.0f); //Set the MVP Uniform. m_Impl->program->setUniformMat4f("u_MVP", proj * m_Impl->model); //Run All The Brains (Scripts) of this game object (sprite). for (unsigned int i = 0; i < m_Impl->brains.size(); i++) { //Get Current Brain. Brain *brain = m_Impl->brains[i]; //Call the start function only once! if (brain->GetStart()) { brain->SetStart(false); brain->Start(); } //Call the update function every frame. brain->Update(); } //Render. window->GetRenderer()->Draw(m_Impl->vao, m_Impl->ibo, m_Impl->texture, m_Impl->program); } void Sprite::Move(float speed, bool left, bool right, bool up, bool down) { if (left) { m_Impl->pos.x -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(-speed, 0, 0)); } if (right) { m_Impl->pos.x += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(speed, 0, 0)); } if (up) { m_Impl->pos.y += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, speed, 0)); } if (down) { m_Impl->pos.y -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, -speed, 0)); } } void Sprite::AddBrain(Brain * brain) { //Push back the brain object. m_Impl->brains.push_back(brain); } pos *Sprite::GetPos() { return &m_Impl->pos; } std::string Sprite::GetTag() { return m_Impl->tag; } int Sprite::GetWidth() { return m_Impl->texture->GetWidth(); } int Sprite::GetHeight() { return m_Impl->texture->GetHeight(); } Sprite::~Sprite() { delete m_Impl; } //Implementation Deconstructor. Sprite::Implementation::~Implementation() { delete texture; delete vao; delete vbo; delete layout; delete ibo; delete program; }  
      Renderer Class
      #include "Renderer.h" #include "Error.h" Renderer::Renderer() { } Renderer::~Renderer() { } void Renderer::Draw(VertexArray * vao, IndexBuffer * ibo, Texture *texture, Shader * program) { vao->Bind(); ibo->Bind(); program->Bind(); if (texture != NULL) texture->Bind(); GLCall(glDrawElements(GL_TRIANGLES, ibo->GetCount(), GL_UNSIGNED_INT, NULL)); } void Renderer::Clear(float r, float g, float b) { GLCall(glClearColor(r, g, b, 1.0)); GLCall(glClear(GL_COLOR_BUFFER_BIT)); } void Renderer::Update(GLFWwindow *window) { /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); }  
      Shader Code
      #shader vertex #version 330 core layout(location = 0) in vec4 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 t_TexCoord; uniform mat4 u_MVP; void main() { gl_Position = u_MVP * aPos; t_TexCoord = aTexCoord; } #shader fragment #version 330 core out vec4 aColor; in vec2 t_TexCoord; uniform sampler2D u_Texture; void main() { aColor = texture(u_Texture, t_TexCoord); } Also i'm pretty sure that every time i'm hitting the up, down, left and right arrows on the keyboard, i'm changing the model Matrix of the Player and not the others.
       
      Window Class:
      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
      can be tackled. As you probably imagine, i've quickly faced FPP issues when trying to render absurdly large planets.
       
      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
      Each grid is managed by a TerrainNode class that, depending on the side it represents (top, bottom, left right, front, back),
      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
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