On Tue, 3 Jun 2003, Linus Torvalds wrote:
> 
> [ Finally got some debugging time for the other DRI problem I've seen, 
>   namely hugely flashing textures in tuxracer on i830, but _only_ iff MTRR
>   support is compiled into the kernel ]

I've got some more information, including a workaround..

I get horrible texture flashing iff:

 - MTRR's are enabled (no idea why it matters, but it does. It might just 
   be timing-related, since proper MTRR programming speeds up things by a 
   factor of two)

 - I only allocate 32MB of video memory.

If I disable MTRR's, or if I give DRI 64MB of video memory, no flashing 
occurs.

With just 32MB of video ram, X will say:

        (II) I810(0): 872 kBytes additional video memory is required to
             enable tiling mode for DRI.
        ...
        (II) I810(0): Allocated 7296 kB for textures at 0x6920000
        ...
        (II) I810(0): I830SetupMemoryTiling: Not tileable 0x1900

while with 64MB of video ram it says

        (II) I810(0): Increasing the scanline pitch to allow tiling mode (1600 -> 
2048).
        (--) I810(0): Virtual size is 1600x1200 (pitch 2048)
        ...
        (II) I810(0): Allocated 32768 kB for textures at 0x2ef8000
        ...
        (II) I810(0): Activating tiled memory for the FRONT buffer
        (II) I810(0): Activating tiled memory for the back buffer.
        (II) I810(0): Activating tiled memory for the depth buffer.

So in the second case, no flashing occurs, even with MTRR's enabled. 

Maybe the texture swapping is broken?

It still paints the shadow incorrectly in the commercial tuxracer (seems
to be ok in the free version). Instead of rendering the actual shadow
itself, it looks like it is rendering the rays that _define_ the shadow. I 
don't know how to explain it better, but it's very obvious when you see 
it.

                Linus



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