On Thu, Feb 19, 2009 at 15:46, Alex Deucher <alexdeuc...@gmail.com> wrote:
> 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.
>

The r200 docs were released under NDA to selected people. So I don't
think the r200 docs have completely disappeared off the earh ;)

Stephane

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