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#1 2021-04-25 11:16:44

kahverengi
Member
Registered: 2018-03-15
Posts: 16

Nvidia Prime Can't Set Offload: Xrandr: BadValue

Hi everyone!

I have Nvidia GTX 960M graphic card and Intel i7-4720HQ processor. I can use prime-run command. I also wanted to use my graphic card for prime offloading. But when I run this command it gives errors:

xrandr --setprovideroffloadsink NVIDIA-G0 modesetting

Error:

❯ xrandr --setprovideroffloadsink NVIDIA-G0 modesetting
X Error of failed request:  BadValue (integer parameter out of range for operation)
  Major opcode of failed request:  140 (RANDR)
  Minor opcode of failed request:  34 (RRSetProviderOffloadSink)
  Value in failed request:  0x26b
  Serial number of failed request:  16
  Current serial number in output stream:  17

List of my providers:

❯ xrandr --listproviders
Providers: number : 2
Provider 0: id: 0x44 cap: 0xf, Source Output, Sink Output, Source Offload, Sink Offload crtcs: 3 outputs: 2 associated providers: 0 name:modesetting
Provider 1: id: 0x26b cap: 0x0 crtcs: 0 outputs: 0 associated providers: 0 name:NVIDIA-G0

This works:

❯ prime-run glxinfo | grep vendor
server glx vendor string: NVIDIA Corporation
client glx vendor string: NVIDIA Corporation
OpenGL vendor string: NVIDIA Corporation

This also works:

❯ __NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia glxinfo | grep vendor
server glx vendor string: NVIDIA Corporation
client glx vendor string: NVIDIA Corporation
OpenGL vendor string: NVIDIA Corporation

This is extra info (maybe would help):

❯ DRI_PRIME=1 glxinfo | grep "OpenGL renderer"
libGL error: failed to create dri screen
libGL error: failed to load driver: nouveau
OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2)


So my problem is I can't understand why I can't use my graphic card for offloading. Please anyone I would really appreciate for your help. It's been months I'm struggling with this issue, I couldn't find any proper solution for this issue even there were similar issued on all the forums and stackoverflow.

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#2 2021-04-25 11:48:17

seth
Member
From: Won't reply 2 private help req
Registered: 2012-09-03
Posts: 77,523

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

There're no outputs attached to the nvidia chip (it's likely listed as "3D Controller", not as VGA device) - why do you think you want to use it for "prime offloading"?
What's the actual task at hand?

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#3 2021-04-25 11:52:54

kahverengi
Member
Registered: 2018-03-15
Posts: 16

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

So you mean I can't use prime offloading? I want to use offloading because I use Firefox. You know how it's painful to use iGPU only.

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#4 2021-04-25 12:13:45

seth
Member
From: Won't reply 2 private help req
Registered: 2012-09-03
Posts: 77,523

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

prime-run firefox

?
You're trying to redirect the nvidia output into the intel chip, but nvidia has no output since it's (most likely, "lspci"?) not a VGA device.
That's ok, you'll still run FF on the nvidia chip this way.
Are you trying to solve some problem whe prime-run'ning FF?

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#5 2021-04-25 12:33:22

kahverengi
Member
Registered: 2018-03-15
Posts: 16

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

prime-run firefox works without error, firefox opens, webgl works. But the problem is when I go to this website: https://webglsamples.org/aquarium/aquarium.html it doesn't seem like using hardware acc from nvidia gpu. It seems like iGPU struggles with rendering. I get around 10 fps on 10000 samples and when I check from nvidia-smi it shows like this:

❯ nvidia-smi
Sun Apr 25 15:25:43 2021       
+-----------------------------------------------------------------------------+
| NVIDIA-SMI 465.24.02    Driver Version: 465.24.02    CUDA Version: 11.3     |
|-------------------------------+----------------------+----------------------+
| GPU  Name        Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |
| Fan  Temp  Perf  Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |
|                               |                      |               MIG M. |
|===============================+======================+======================|
|   0  NVIDIA GeForce ...  Off  | 00000000:01:00.0 Off |                  N/A |
| N/A   47C    P8    N/A /  N/A |    163MiB /  4046MiB |     33%      Default |
|                               |                      |                  N/A |
+-------------------------------+----------------------+----------------------+
                                                                               
+-----------------------------------------------------------------------------+
| Processes:                                                                  |
|  GPU   GI   CI        PID   Type   Process name                  GPU Memory |
|        ID   ID                                                   Usage      |
|=============================================================================|
|    0   N/A  N/A       637      G   /usr/lib/Xorg                       3MiB |
|    0   N/A  N/A     39251      G   /usr/lib/firefox/firefox          157MiB |
+-----------------------------------------------------------------------------+

Correct me if I'm wrong, as far as I know apps like firefox uses xorg's default compositor and if the default compositor uses 3D accelerator, firefox should use my GPU already? In my computer even for animations in KDE and other apps are running on iGPU. I would like them to use GPU whenever they need, not like running whole system on GPU.

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#6 2021-04-25 12:43:42

seth
Member
From: Won't reply 2 private help req
Registered: 2012-09-03
Posts: 77,523

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

This has nothing to do with the the desktop compositor. They're entirely unrelated.

In my computer even for animations in KDE and other apps are running on iGPU. I would like them to use GPU whenever they need

Probably, but you cannot make the use the GPU whenever they need - this isn't how it works. The nvidia chip isn't some afterburner or turboloader that just makes the intel chip go faster.
A process runs on either one or the other. It's technically possible to move the GL context, but that takes a lot of effort from the client because they're dealing w/ entirely different hardware that puts different restrictions on what they can do.
And again:unrelated to your firefox situation - forget this.

What does "prime-run firefox" tell you in "about:support" (though nvida-smi suggests you're running it on the nvidia chip, FF might not have HW acceleration enabled for that GPU)and you might have to enforce it in "about:config".

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#7 2021-04-25 13:20:39

kahverengi
Member
Registered: 2018-03-15
Posts: 16

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

I'm sorry for late reply.

When I enable "layers.acceleration.force-enabled" then restart Firefox with same command I get this error in the terminal:

❯ prime-run firefox
[GFX1-]: [OPENGL] Failed to init compositor with reason: FEATURE_FAILURE_OPENGL_CREATE_CONTEXT

In about:support compositing seems: Basic
You can check out more about my about:support here: https://pastebin.ubuntu.com/p/kHCQvgZQNJ/

Also, I'm sorry I wouldn't like to judge or tell anything bad about your knowledge. I'm pretty sure you are better knowledge than me. But I can't understand how can I not use Nvidia prime if I was able to use Bumblebee. My laptop supports optimus technology.

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#8 2021-04-25 13:43:33

seth
Member
From: Won't reply 2 private help req
Registered: 2012-09-03
Posts: 77,523

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

You're using prime (hence "prime-run"), you just cannot just offload the output.
The nvidia chip renders stuff and passes it back to the intel chip but you cannot redirect the nvidia output into the intel sink because the nvidia chip has no outputs. This has nothing to do with bumblebee or prime-run, forget about this.

This is the interesting part

Graphics
--------

Features
Compositing: Basic
Asynchronous Pan/Zoom: wheel input enabled; scrollbar drag enabled; keyboard enabled; autoscroll enabled; smooth pinch-zoom enabled
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WebGL 1 Driver Renderer: NVIDIA Corporation -- NVIDIA GeForce GTX 960M/PCIe/SSE2
WebGL 1 Driver Version: 4.6.0 NVIDIA 465.24.02
WebGL 1 Driver Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location 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GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners 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GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
WebGL 1 Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_sRGB EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic MOZ_debug OES_element_index_uint OES_fbo_render_mipmap OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_etc WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context
WebGL 2 Driver WSI Info: GLX 1.4 GLX_VENDOR(client): NVIDIA Corporation GLX_VENDOR(server): NVIDIA Corporation Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_import_context GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_no_error GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_NV_robustness_video_memory_purge GLX_NV_multigpu_context GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_ARB_get_proc_address IsWebglOutOfProcessEnabled: 0
WebGL 2 Driver Renderer: NVIDIA Corporation -- NVIDIA GeForce GTX 960M/PCIe/SSE2
WebGL 2 Driver Version: 3.2.0 NVIDIA 465.24.02
WebGL 2 Driver Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location 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GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays 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GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
WebGL 2 Extensions: EXT_color_buffer_float EXT_float_blend EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic MOZ_debug OES_texture_float_linear OVR_multiview2 WEBGL_compressed_texture_etc WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context
Window Protocol: x11
Desktop Environment: kde
Target Frame Rate: 60
GPU #1
Active: Yes
Description: NVIDIA GeForce GTX 960M/PCIe/SSE2
Vendor ID: 0x10de
Device ID: 0x139b
Driver Vendor: nvidia/unknown
Driver Version: 465.24.2.0
RAM: 0
GPU #2
Active: No
Vendor ID: 0x8086
Device ID: 0x0416
Diagnostics
AzureCanvasBackend: skia
AzureContentBackend: skia
AzureFallbackCanvasBackend: none
CairoUseXRender: 0
CMSOutputProfile: Empty profile data
Display0: 3840x1080 default
DisplayCount: 1
Decision Log
HW_COMPOSITING:
available by default
force_enabled by user: Force-enabled by pref
blocked by env: Acceleration blocked by platform
OPENGL_COMPOSITING:
available by default
force_enabled by user: Force-enabled by pref
WEBRENDER:
available by default
disabled by env: Not qualified
WEBRENDER_QUALIFIED:
available by default
blocklisted by env: No qualified hardware
WEBRENDER_COMPOSITOR:
disabled by default: Disabled by default
WEBRENDER_OPTIMIZED_SHADERS:
available by default
unavailable by runtime: WebRender disabled
WEBRENDER_ANGLE:
available by default
unavailable by env: OS not supported
WEBRENDER_DCOMP_PRESENT:
available by default
disabled by user: User disabled via pref
unavailable by env: Requires Windows 10 or later
unavailable by runtime: Requires ANGLE
WEBRENDER_SOFTWARE:
available by default
denied by env: Not on allowlist
OMTP:
disabled by default: Disabled by default
WEBGPU:
disabled by default: Disabled by default
unavailable-no-webrender by runtime: WebGPU can't present without WebRender
X11_EGL:
available by default
blocklisted by env: Blocklisted by gfxInfo
DMABUF:
available by default
unavailable by runtime: Requires EGL


Failure Log
(#0) Error: [OPENGL] Failed to init compositor with reason: FEATURE_FAILURE_OPENGL_CREATE_CONTEXT

You're using the nvidia chip, that's not the performance limiting factor here.
a) Is the performance better or worse on the intel chip? (not using prime-run, check about:support on which GPU is used)
b) how's the CPU load?
c) what if you suspend KWins compositor (shift+alt+f12)?
d) Does the window size matter (a lot)?
e) Do the more elaborate GL features in that demo matter?

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#9 2021-04-25 14:09:37

kahverengi
Member
Registered: 2018-03-15
Posts: 16

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

It would be much easier if we were on a real-time chat such as Discord. Anyway,

a) On Intel chip it shows Compositing: WebRender. It's also 3-6 fps slower than running with prime-run firefox
b) On Intel chip CPU load seems %20-40  but everything in Firefox so much painful to use, on prime-run it seems CPU load %15-%25 and also GPU load is around %30 according to nvidia-smi
c) I suspended it, but I didn't see any difference in CPU load, FPS (maybe just 1 fps) and GPU load in both just running "firefox" or "prime-run firefox"
d) I use FHD for both of my monitors, but this example already renders it on 1024x1024 resolution, so I tried to change window size but didn't matter in any case again
e) I couldn't understand clearly what you mean but, this demo is just a demo not necessary, but I believe it is similar to almost every glx dependent content

seth wrote:

The nvidia chip renders stuff and passes it back to the intel chip

This is what I'm talking about, can't I just use like this? no? Like how it works in Windows? It just works without any problem, out of the box. Like You just run Firefox without any special configuration, and it just works, no?

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#10 2021-04-25 14:16:10

seth
Member
From: Won't reply 2 private help req
Registered: 2012-09-03
Posts: 77,523

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

This is what I'm talking about, can't I just use like this? no? Like how it works in Windows? It just works without any problem, out of the box. Like You just run Firefox without any special configuration, and it just works, no?

This is what prime-run does. You can alter the desktop entry in whatever runner you use to prime-run firefox, but there's no automatism - how would the system know what GPU you want to run stuff on.

You may want to enforce the webrenderer on the nvidia chip in about:config, but I'm not sure that this extends to WebGL (I'm not using FF)

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#11 2021-04-25 14:35:18

kahverengi
Member
Registered: 2018-03-15
Posts: 16

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

seth wrote:

This is what I'm talking about, can't I just use like this? no? Like how it works in Windows? It just works without any problem, out of the box. Like You just run Firefox without any special configuration, and it just works, no?

This is what prime-run does. You can alter the desktop entry in whatever runner you use to prime-run firefox, but there's no automatism - how would the system know what GPU you want to run stuff on.

Ohh, gotcha.

I don't know what to do from here. I'm stucked here: https://paste.ubuntu.com/p/cc4R8fmkGH/

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#12 2021-04-25 14:37:56

seth
Member
From: Won't reply 2 private help req
Registered: 2012-09-03
Posts: 77,523

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#13 2021-04-25 14:49:29

kahverengi
Member
Registered: 2018-03-15
Posts: 16

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

I have enabled gfx.webrender.all to true.

Now if I run with "prime-run firefox" the result is like this: https://paste.ubuntu.com/p/hpf6zsJcGV/

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#14 2021-04-25 15:02:18

seth
Member
From: Won't reply 2 private help req
Registered: 2012-09-03
Posts: 77,523

Re: Nvidia Prime Can't Set Offload: Xrandr: BadValue

webrender fails w/ nvidia, apparently known issue, see eg.  https://mastransky.wordpress.com/2021/0 … -on-linux/ and try chromium…

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