Am Montag, 6. Dezember 2004 22:32 schrieb Roland Scheidegger:
> Dieter Nützel wrote:
> > Am Samstag, 4. Dezember 2004 00:47 schrieb Roland Scheidegger:
> >> Here's the new patch version (finally...).
> >
> > Works so far on r200 here, too;-)
> >
> >> - when only stencil (or only z) buffer is cleared in a visual which
> >>  supports stencil and z, now a proper fallback clear is used (still
> >>  with z-buffer compression, but not with fast z-clear - I believe
> >> this is a hardware limitation, or if it isn't a hardware limitation
> >>  I don't know how to do it...). The algorithm which decides if a
> >> fallback clear is requried isn't very sophisticated though, so if
> >> an app uses a visual with stencil but never uses the stencil it
> >> will always use fallback clears. You can see that with QuakeIII, if
> >>  you do r_stencilbits 8 but leave cg_shadows at 1, quake3 will
> >> never write to stencil nor clear it, which causes clear fallbacks.
> >
> > I'm running with both and your fix [Bug 2010] but can't see any
> > problems with q3a.
>
> Well, you should not SEE anything - the clear fallback should just cause
> (and that indeed happens) a performance loss, but no visual anomalies.

OK.

> >> The code required to avoid fallbacks in such cases wouldn't be that
> >>  complicated, but kludgy (it would not only be necessary to
> >> remember if stencil has been written or not, but also the last the
> >> last clear values had to be remembered and such). The fallback
> >> clears fix DoomIII and NWN errors.
> >
> > True for DoomIII, but who can switch the lights ON, finally...? ;-)
>
> That is some weird texcoord problem. (I actually have a one-line
> workaround for that, which breaks submitting texgen and non-texgen
> coordinates at the same time more or less completely).

Let me test.

> > Your older version (with my little changes) was much more 'robust'
> > with multiple apps and/or 'zooming' a 3D app (e.g. with VTK).
> >
> > 'Zooming' a 3D VTK prog from the upper left corner into a bigger
> > window in the desktop middle show missing z/buffer clearing/redraw.
> >
> > Was OK before.
>
> Hmm, do you have a screenshot of that (or preferably more than one, I'm
> interested what happens when you move the window from top-left to
> top-right, bottom-left and bottom-right)?

No zoom, then nothing.

After zoom only the lower, left part of the window would be redrawn right.
In all places.

See our domain ;-)

http://www.nuetzel-hh.de/public

> Basically, this shouldn't be different than when you just changed the
> clear mask with the old patch.
> (Except when you're trying to use hier-z, then the results will be
> different - I also believe that the new drm and dri hyperz patches are
> not compatible to the old ones, you need to update both since I changed
> some bit in the ioctl.)

I'm running with both new.

> >> Private z buffers might not help neither for that problem. It would
> >>  help for the z buffer compression issue (each application could
> >> use it or not without causing problems), but fast z clear would
> >> still not work correctly. I've not implemented anything though with
> >>  regards to multiple apps. glxgears and quake3 seemed to run quite
> >>  happily together though (on a rv250).
> >
> > Should I play with the clearmask, again?
>
> No, not unless you're serious about implementing a real hierarchical-z
> solution.

Maybe I'm somewhat unclear, here.

I mean this one:

--- radeon_state.c.orig 2004-11-11 22:08:37.000000000 +0100
+++ radeon_state.c.aktuell      2004-11-13 14:08:32.000000000 +0100
@@ -894,7 +894,8 @@
                }
                else {
                        /* FIXME : reverse engineer that for Rx00 cards */
-                       clearmask = (0xff<<22)|(0xff<<6)| 0x003f003f;
+                       /* clearmask = (0xff<<22)|(0xff<<6)| 0x003f003f; */
+                       clearmask = 0x0;

> > [Bug 2010]  New: depth and stencil readback are broken beyond x >
> > 1023 Fix do not show any changes. zreaddraw is corrupted even with
> > screen redraw.
>
> Do you mean with hyperz?

Of course ;-)

> That's to be expected (at least for now). That 
> bug 2010 depth readback problem is meant for cases without hyperz.

I see.

> > Have a look into SPECViewperf 7.1.2/8.0.1 _ugs_, too. Depth is mostly
> >  broken there, too.
>
> Works perfect (though slow as always...) for me (7.1). Screenshot?

With and without hyperz. (maybe unrelated).

Depth and clear (?) is broken.
http://www.nuetzel-hh.de/public/ugs02QualityFull.png
http://www.nuetzel-hh.de/public/ugs03Full.png

E.g. depth would be wrapped on 'big' desktops (1280x1024x24/32).
http://www.nuetzel-hh.de/public/ugs06Full-depth.png

With viewperf-smp I get mostly empty/black windows with ugsXXX.

I hope someone get it.

Cheers,
        Dieter


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