On Thu, Feb 19, 2009 at 7:26 AM, Roland Scheidegger
<srol...@tungstengraphics.com> wrote:
> On 19.02.2009 12:23, Arkadi Shishlov wrote:
>> Roland Scheidegger wrote:
>>> I suspect you're hitting a r200 asic bug, which isn't present in rv250
>>> and other r200 family members. There are workarounds in the driver for
>>> this (see r200UpdateTextureState), but to my knowledge they are
>>> insufficient for two-pass ATI_fragment_shader shaders. There's also a
>>
>> You're right. I changed video card to RV280 9250SE and lockup goes away.
>> Nice picture, a little slower than fglrx, probably due to 9250 being
>> slower than 8500.
> doom3 is actually a performance mystery to me. On my 9000pro,
> performance seemed to be similar to fglrx, however using another OS it
> was vastly faster, and I always wondered how it could be tweaked...
> Hyperz doesn't seem to help much, neither does the mipmap optimization,
> yet still somehow it must be possible to make it run much faster.
>
>>
>>> mesa test which last I heard showed errors (progs/tests/afsmultiarb)
>>> (you can switch the test between one and two pass shaders).
>>> If this is the problem, you could try running doom3 using the arb path I
>>> think something like doom3 +seta r_renderer arb might work, however arb
>>> path looks ugly (r_renderer defaults to "best" which will then choose
>>> "r200" on this card).
>>
>> Yes, its ugly and incorrect, some walls are not opaque but blends over
>> another walls.
> Oh, that sounds like a bug. Ugly yes but I didn't see that.
>
>>
>>> Unfortunately I don't know how this could be fixed, as documentation for
>>> these asic bugs is nonexistent (or at least non-public).
>>
>> If lockup could be reliable reproduced with simple test - like
>> afsmultiarb in fresh X without WM - will it be helpfull to get mmio
>> trace from fglrx and r200 drivers to compare?
> I think at least some of the asic bugs do not necessarily result in a
> lockup but also could result in misrendering. Someone might be able to
> figure out what fglrx does, I guess of particular interest would be the
> writes to these debug regs (0x2D90 through 0x2DBC). That said, it might
> not be easy to figure this out completely (could depend on which texture
> units are enabled in what pass, and depending on filtering on each of
> those). Or it could even be some completely unrelated bug.
>
>
>>
>> In the light of recent progress with AMD's attitude, can't you just ask
>> fglrx guys about R200 bug?
> R200 is understandably not exactly top priority, and it seemed like the
> usual docs didn't cover it. Though maybe Alex wants to comment on this.

Unfortunately, r200 is so old, it hard to find much information on it anymore.

Alex

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