Nicolai Haehnle wrote:

On Saturday 19 February 2005 01:05, Adam K Kirchhoff wrote:


Nicolai Haehnle wrote:


Please, everybody, get the latest CVS (anonymous will take some time to catch up...) and test vertex buffer mode with it (go to r300_run_render() in r300_render.c and change the #if so that r300_vb_run_render() is called). I want to be really sure that this fixes it for other people as well (after all, there may be other causes for lockups that haven't

occured

on my machine yet), and that there are no regressions for those who

already

had working VB mode.




Correct me if I'm wrong, but to get the driver to automatically use vb mode, all you have to do is to change:

#if 1
               return r300_run_immediate_render(ctx, stage);
#else
               return r300_run_vb_render(ctx, stage);
#endif

to

#if 1
               return r300_run_vb_render(ctx, stage);
#else
               return r300_run_vb_render(ctx, stage);
#endif

Correct?



That's correct, although it would be easier to just change the 1 into a 0 ;)



Yeah, if I had actually taken the time to look at and understand the code, I would have just done that :-)

If that's the case, I'm experiencing lockups with neverputt in both immediate and vb modes, though the symptoms are slightly different. In both cases, I have to ssh in and reboot. Simply killing neverputt doesn't bring back the machine. With immediate mode, the lockup seems to happen quicker. I can't get past the first hole. The mouse still responds.. I can move it around though, of course, it does no good. In vb mode, the mouse locks up, too.

Any ideas?



Interesting, I didn't have lockups that hard for quite some time. Then again, I'm only trying to get glxgears to run without lockups...
So this could really be anything.


The first rule of thumb is to run with the environment variable RADEON_DEBUG=all set and pipe stderr into a file (beware that this will reduce performance a lot), make sure you capture the entire file and examine that. The last line should be something like "R200 timed out... exiting" in "normal" lockups.


So I updated my Xorg cvs, as per Vladimir's recent suggestion, and gave neverputt another shot. It locked up, including the mouse... It dies with:


r300BindTexture( 0x831d050 ) unit=0
r300ResetHwState
r300Flush
r300FlushCmdBufLocked from r300Flush - 1 cliprects
Syncing in r300FlushCmdBufLocked (from r300Flush)

Error: R200 timed out... exiting

I can upload the full debug log to a server at work, but it's about 62 megs and it's gonna take a while to upload.

I'm attaching the last 200 lines or so.

Adam


TX_ENABLE: 00000001  max_texture_unit=0
r300_check_render
r300_run_render
r300_run_vb_render
r300ReleaseDmaRegion from r300ReleaseArrays
r300ReleaseDmaRegion from r300ReleaseArrays
r300ReleaseDmaRegion from r300ReleaseArrays
Enabling VB->ObjPtr
emit_vector count 78 size 3 stride 32
r300AllocDmaRegion 936
emit_vec12 count 78 stride 32 out 0xaec58968 data 0x8665dc0
Enabling VB->ColorPtr[0]
emit_vector count 78 size 4 stride 16
r300AllocDmaRegion 1248
emit_vec16 count 78 stride 16
Enabling VB->TexCoordPtr[i]
emit_vector count 78 size 2 stride 32
r300AllocDmaRegion 624
emit_vec8 count 78 stride 32
RR[0] - sz=3, reg=0, fmt=1 -- st=3, of=0x08149968
RR[1] - sz=4, reg=1, fmt=3 -- st=4, of=0x08149d10
RR[2] - sz=2, reg=2, fmt=1 -- st=2, of=0x0814a1f0
Reemit state after flush (from r300_run_vb_render)
r300EmitState
Begin reemit state
Begin dirty state
r300EmitState
r300EmitAOS: nr=3, ofs=0x00000000
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300BindTexture( 0x841f240 ) unit=0
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300TexParameter( GL_TEXTURE_PRIORITY_EXT )
r300TexParameter( GL_TEXTURE_BORDER_COLOR )
r300TexParameter( GL_TEXTURE_BASE_LEVEL )
r300TexParameter( GL_TEXTURE_MAX_LEVEL )
r300BindTexture( 0x831d050 ) unit=0
r300ResetHwState
r300Flush
r300FlushCmdBufLocked from r300Flush - 1 cliprects
Syncing in r300FlushCmdBufLocked (from r300Flush)

Error: R200 timed out... exiting

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