[Dri-devel] Re: radeon7500 + irongate agp chipset: are the problems being workedon?

2002-02-21 Thread Mike A. Harris

On Sun, 17 Feb 2002, Andrew Schwerin wrote:

I'm running with a Radeon VE and having a similar problem.  All apps that 
use DRI eventually (within 10 minutes, often less than 1 minute) lock up 
the system.  I've got an A7A266.  Contrary to the experience of the users, 
I've had more trouble when I turn the AGP speed down from 4x to 1x, though 
reducing the aperature size has helped a little.

I've now tested Radeon, Radeon 7500 a fair bit with 4.2.0, and am 
also experiencing this exact same thing.  Upon starting up 
gears, it runs normal for about 2 seconds, then slows down to 
slower than software rendering instantly for about 3-5 seconds, 
then speeds up a bit, then goes back to full speed, and stays 
there.  Eventually it crashes X, and sometimes the whole system.

Running Chromium also crashes the system at the main screen.  
Running random GL screensavers crash also.  In some cases, after 
the initial crash, the system is still running.  I ssh in, and 
can kill X, etc..  all processes are in S state at that time.  
No log files show anything suspicious.

Killing X and restarting it always leads to full system lockup 
requiring a hard reset.

I cant get any OpenGL applications to run for long without 
locking up the X server and/or kernel.

I'm using our rawhide 2.4.17-0.16 kernel rebuilt for i586 UP on a 
K6-3 300Mhz CPU.

I haven't yet tried to debug things further, but am willing to 
test any kernel/X patches out.


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Re: [Dri-devel] Unreal

2002-02-21 Thread Bill Currie

On Thu, Feb 21, 2002 at 04:53:04AM +, Keith Whitwell wrote:
 That sounds like a bug in the quake physics model - some silly feedback
 between the integration time step and the display subsystem...  I'm
 suprised...

I can only speak about the quake 1/quakeworld source (I haven't studied the
quake2 code enough yet), but it's actually nothing that complex. In fact,
it's the opposit. quake doesn't do the integeration properly at all. It just
adds the gravity acceleration to the velocity then the velocity to the
location. I'm not sure if t squared shows up in the physics code or not (it
looks like it does, but indirectly), but the 1/2 for the 1/2at**2 doesn't.

Basicly, a projectile (player, grenade) has a piece-wise linear trajectory
that doesn't touch the correct parabola except at the start point.

Quake: the universe where G depends on how fast you can blink your eyes.

Bill
-- 
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Re: [Dri-devel] Matrox G550?

2002-02-21 Thread Darryl Cording

Gday,

Ian Romanick wrote:

Since the G550 is, basically, just a slightly enhanced G400/G450, it is
supported by the DRI, right?  If so, then does anyone have any information
about the partial TL support in the G550?  Now that we've got some TL
support for the Radeon, it might be nice to look at this card, too.

I suppose it's probably the classic problem, though:  those that have the
required docs won't share.

I have a g450. I have been asking via the matrox forums and directly to 
their support, about either
adding some extra functionality to their code or at least releasing some 
info about the cards so it
can get done. Basically I get the standard reply, ...currently not 
supported. not likely to in the future
Maybe if we can approach them on mass via a petition or something, 
something may happen. The extra
features the cards are capable of would be very much appreciated by a 
lot of people I suspect.(better OpenGL
support, TV-out ..etc)

I am currently using their latest code and my experiences with the card 
are mixed. 2-d, dual-head, dvd are great
but 3-d stuff leaves a lot to be desired. I have to disable or at best 
select low quality features just to get a stable
platform. If you go for the advanced OpenGLfeatures I regularly get hard 
lockups requiring a reboot :-(

Sorry I can't point you to some info on them, I don't think there is any 
out there yet. At least none that I could find.

btw. I get around 835 fps on a g450/32mb, 1Ghz PIII smp machine.

regards
darryl


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Re: [Dri-devel] Unreal

2002-02-21 Thread Gareth Hughes

Bill Currie wrote:
 
 I can only speak about the quake 1/quakeworld source (I haven't studied the
 quake2 code enough yet), but it's actually nothing that complex. In fact,
 it's the opposit. quake doesn't do the integeration properly at all. It just
 adds the gravity acceleration to the velocity then the velocity to the
 location. I'm not sure if t squared shows up in the physics code or not (it
 looks like it does, but indirectly), but the 1/2 for the 1/2at**2 doesn't.
 
 Basicly, a projectile (player, grenade) has a piece-wise linear trajectory
 that doesn't touch the correct parabola except at the start point.
 
 Quake: the universe where G depends on how fast you can blink your eyes.

I'm pretty sure Dave was talking about Quake3 ;-)  He certainly
plays it enough...

-- Gareth


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Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Andrew Schwerin

Hehe.  I feel mildly sheepish.  My system wasn't locking hard.  Only the
keyboard, mouse and video card were locking.  I was able to connect over
the network to my machine in order to shut it down safely last time it
locked up.  It still hoses the Radeon VE card and the keyboard, but
that's better than I thought.

-Andy

On Thu, 2002-02-21 at 01:41, Mike A. Harris wrote:
 On Sun, 17 Feb 2002, Andrew Schwerin wrote:
 
 I'm running with a Radeon VE and having a similar problem.  All apps that 
 use DRI eventually (within 10 minutes, often less than 1 minute) lock up 
 the system.  I've got an A7A266.  Contrary to the experience of the users, 
 I've had more trouble when I turn the AGP speed down from 4x to 1x, though 
 reducing the aperature size has helped a little.
 
 I've now tested Radeon, Radeon 7500 a fair bit with 4.2.0, and am 
 also experiencing this exact same thing.  Upon starting up 
 gears, it runs normal for about 2 seconds, then slows down to 
 slower than software rendering instantly for about 3-5 seconds, 
 then speeds up a bit, then goes back to full speed, and stays 
 there.  Eventually it crashes X, and sometimes the whole system.
 
 Running Chromium also crashes the system at the main screen.  
 Running random GL screensavers crash also.  In some cases, after 
 the initial crash, the system is still running.  I ssh in, and 
 can kill X, etc..  all processes are in S state at that time.  
 No log files show anything suspicious.
 
 Killing X and restarting it always leads to full system lockup 
 requiring a hard reset.
 
 I cant get any OpenGL applications to run for long without 
 locking up the X server and/or kernel.
 
 I'm using our rawhide 2.4.17-0.16 kernel rebuilt for i586 UP on a 
 K6-3 300Mhz CPU.
 
 I haven't yet tried to debug things further, but am willing to 
 test any kernel/X patches out.
 
 
 -- 
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 OS Systems Engineer 190 Pittsburgh Ave., Sault Ste. Marie,
 XFree86 maintainer  Ontario, Canada, P6C 5B3
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[Dri-devel] Re: Matrox G550?

2002-02-21 Thread Mike A. Harris

On Wed, 20 Feb 2002, Keith Whitwell wrote:

 Since the G550 is, basically, just a slightly enhanced G400/G450, it is
 supported by the DRI, right?  If so, then does anyone have any information
 about the partial TL support in the G550?  Now that we've got some TL
 support for the Radeon, it might be nice to look at this card, too.

I don't have any information about it, in fact I've never had access to one of
the cards to test or verify that the driver works on it.

However, if you can get doco, it should be reasonably easy to add
transformation support (I don't think the card does lighting???).

 I suppose it's probably the classic problem, though:  those that have the
 required docs won't share.

I don't know of anyone who does have docs.  You may have good luck contacting
Matrox directly.

To the best of my knowledge, Matrox no longer releases 
documentation of their hardware to open source projects and 
developers.  The last documentation that is available I believe 
is the G400.  From what I understand, the documentation contains 
information on defeating Macrovision.

I wonder why they couldn't just remove sensitive information 
though or redact it out.  At least Matrox supports their hardware 
via in house development patches though.  Possibly someone at 
Matrox would consider writing support for missing features, if 
not in official capacity, perhaps on their spare time.  Not sure 
if anyone from Matrox reads the list or not, but it might be a 
good idea to contact Luugi Marsan or Karl Lessard perhaps.

Just a thought.
TTYL



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Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Mike A. Harris

On 21 Feb 2002, Andrew Schwerin wrote:

Date: 21 Feb 2002 02:55:38 -0800
From: Andrew Schwerin [EMAIL PROTECTED]
To: Mike A. Harris [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Content-Type: text/plain
Subject: Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are the
problems being worked on?

Hehe.  I feel mildly sheepish.  My system wasn't locking hard.  Only the
keyboard, mouse and video card were locking.  I was able to connect over
the network to my machine in order to shut it down safely last time it
locked up.  It still hoses the Radeon VE card and the keyboard, but
that's better than I thought.

Yep, I thought it was dead at first too, until I could ssh in.  
It is completely repeatable though.  I tried on 3 different
machines now, each with a Radeon 7500, a Radeon 64DDR and a
Radeon VE.  In all cases using 4.2.0 plus kernel 2.4.17+new DRM.

Unstable for me.

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XFree86 maintainer  Ontario, Canada, P6C 5B3
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Re: [Dri-devel] [PATCH] Wolfenstein on r128

2002-02-21 Thread Andy Furniss

On Tuesday 19 February 2002 12:33 am, you wrote:

 Cool.  I have Wolfenstien running on my system with Voodoo3 and it seems
 to work fine.  I was afraid this was going to be a really ellusive bug.

 -Brian

I also run Wolfenstein on a Voodoo3 2000 - It works fine  at first 
appears to give good framerates, but if there are many other player 
models/explosions etc in view it goes as low as 10 fps.

It is the same on windows with the wickedgl drivers that now come with 
them (the MP  SP 1.1 demos).

Changing the settings doesn't help much.

This actually doubly hurts gameplay, as on the beach in multiplayer you 
end up only sending 10 packets/sec so get higher latency aswell.

I assume that since the rate is reasonable on an empty beach It's the 
models / weapon effects that take the time.

Do you think these are processed seperately enough in mesa / the drivers 
to be optimised / quality reduced in a game specific hack of any sort?

Thanks.

Andy.

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Re: [Dri-devel] Unreal

2002-02-21 Thread ralf willenbacher

David S. Miller wrote:
 
 In fact in many versions of quake3 the distance you can jump is
 determined by what FPS you can achieve.  125FPS is the optimal
 rate in those cases and it is what everyone uses.
 

now it gets OT but what the heck.. q3 jumping is explained here:
http://ucguides.savagehelp.com/Quake3/FAQFPSJumps.html
second post, not the one with the pictures

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Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Jens Owen

Mike A. Harris wrote:

 It is completely repeatable though.

With gears?

 I tried on 3 different
 machines now, each with a Radeon 7500, a Radeon 64DDR and a
 Radeon VE.  In all cases using 4.2.0 plus kernel 2.4.17+new DRM.

New DRM being the Radeon DRM from 2.4.17? or XFree86 4.2.0? or
dri.sourceforge.net trunk?

Have you tried going back to a kernel release from Nov/Dec (when we were
testing XF4.2)?  Knowing this could help in isolating the problem.

Regards,
Jens

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Re: [Dri-devel] [PATCH] Wolfenstein on r128

2002-02-21 Thread Brian Paul

Andy Furniss wrote:
 
 On Tuesday 19 February 2002 12:33 am, you wrote:
 
  Cool.  I have Wolfenstien running on my system with Voodoo3 and it seems
  to work fine.  I was afraid this was going to be a really ellusive bug.
 
  -Brian
 
 I also run Wolfenstein on a Voodoo3 2000 - It works fine  at first
 appears to give good framerates, but if there are many other player
 models/explosions etc in view it goes as low as 10 fps.
 
 It is the same on windows with the wickedgl drivers that now come with
 them (the MP  SP 1.1 demos).
 
 Changing the settings doesn't help much.
 
 This actually doubly hurts gameplay, as on the beach in multiplayer you
 end up only sending 10 packets/sec so get higher latency aswell.
 
 I assume that since the rate is reasonable on an empty beach It's the
 models / weapon effects that take the time.
 
 Do you think these are processed seperately enough in mesa / the drivers
 to be optimised / quality reduced in a game specific hack of any sort?

Maybe.  I'd have to do some profiling and analysis of the GL features
that wolfenstein is using in order to answer that.  I don't have time
for either though.

-Brian

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Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-21 Thread Keith Whitwell

Gareth Hughes wrote:
 
 Keith Whitwell wrote:
 
 What is the point of sustaining such a frame rate that has no pratical
 advantage?
 
 
  You do see the partial frames, it seems.  The eye seems to do a reasonable
  job of integrating it all, providing you with a low-latency view of the game
  world.
 
 Hardcore gamers want ~100fps so the game clock is updated enough to
 allow smooth gameplay.  This is particularly important with
 network-based deathmatch games.

That's a bogus argument (though it may be true...)  It's a sad state of
affairs that people are writing games with such crippled network/physics
subsystems that can't operate correctly unless the graphics adaptor has
certain characteristics.  

We could just throw out every second frame  they'd be happy  save money on
new video cards...

Keith

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Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Keith Whitwell

Mike A. Harris wrote:
 
 On 21 Feb 2002, Andrew Schwerin wrote:
 
 Date: 21 Feb 2002 02:55:38 -0800
 From: Andrew Schwerin [EMAIL PROTECTED]
 To: Mike A. Harris [EMAIL PROTECTED]
 Cc: [EMAIL PROTECTED]
 Content-Type: text/plain
 Subject: Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are the
 problems being worked on?
 
 Hehe.  I feel mildly sheepish.  My system wasn't locking hard.  Only the
 keyboard, mouse and video card were locking.  I was able to connect over
 the network to my machine in order to shut it down safely last time it
 locked up.  It still hoses the Radeon VE card and the keyboard, but
 that's better than I thought.
 
 Yep, I thought it was dead at first too, until I could ssh in.
 It is completely repeatable though.  I tried on 3 different
 machines now, each with a Radeon 7500, a Radeon 64DDR and a
 Radeon VE.  In all cases using 4.2.0 plus kernel 2.4.17+new DRM.
 
 Unstable for me.

Can you try  find a smoking gun?  Is it 4.2.0, new drm (which new drm?) or
the kernel?  Or something else?

Keith

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Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Mike A. Harris

On Thu, 21 Feb 2002, Keith Whitwell wrote:

 Hehe.  I feel mildly sheepish.  My system wasn't locking hard.  Only the
 keyboard, mouse and video card were locking.  I was able to connect over
 the network to my machine in order to shut it down safely last time it
 locked up.  It still hoses the Radeon VE card and the keyboard, but
 that's better than I thought.
 
 Yep, I thought it was dead at first too, until I could ssh in.
 It is completely repeatable though.  I tried on 3 different
 machines now, each with a Radeon 7500, a Radeon 64DDR and a
 Radeon VE.  In all cases using 4.2.0 plus kernel 2.4.17+new DRM.
 
 Unstable for me.

Can you try  find a smoking gun?  Is it 4.2.0, new drm (which new drm?) or
the kernel?  Or something else?

Sorry for not being clear, but I meant 4.2.0 DRM when I said new 
DRM.  I can try it with another kernel also.  I'll test it with 
2.4.9 and 4.2.0 DRM.

I'm using XFree86 4.2.0 in all cases.  I'll report back with any 
new info I find.

Thanks Keith,
TTYL


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Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Mike A. Harris

On Thu, 21 Feb 2002, Jens Owen wrote:

Date: Thu, 21 Feb 2002 07:39:48 -0700
From: Jens Owen [EMAIL PROTECTED]
To: Mike A. Harris [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Content-Type: text/plain; charset=us-ascii
Subject: Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are
theproblems  being worked on?

Mike A. Harris wrote:

 It is completely repeatable though.

With gears?

With gears it takes a bit of time but it crashes.  With Chromium, 
or numerous xscreensaver GL screensavers, it crashes almost 
instantly, or within 30 seconds to a minute on my 300Mhz CPU.


 I tried on 3 different
 machines now, each with a Radeon 7500, a Radeon 64DDR and a
 Radeon VE.  In all cases using 4.2.0 plus kernel 2.4.17+new DRM.

New DRM being the Radeon DRM from 2.4.17? or XFree86 4.2.0? or
dri.sourceforge.net trunk?

XFree86 4.2.0 DRM code from xf-4_2-branch.  The kernel 2.4.17 DRM 
code is removed, and the 4.2.0 DRM replaces it.


Have you tried going back to a kernel release from Nov/Dec (when we were
testing XF4.2)?  Knowing this could help in isolating the problem.

Which kernel?  I can test it.


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Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Michael

On Thu, Feb 21, 2002 at 03:47:37PM +, Keith Whitwell wrote:
 Can you try  find a smoking gun?  Is it 4.2.0, new drm (which new drm?) or
 the kernel?  Or something else?

glean was the only thing (after the materials copying hang and the count
 j -3 loop fixes) that cause lockups here, still a few glitches (depth
buffer with either polygon offset or TINY_VERTEX_FORMAT) but most things
ran without problems.

I just tried glean against current TCL and it exists with cannot get DMA
buffer, so I suspect that whatever bug(s) which lead up to not getting a
buffer trigger the hang you took out of the TCL code yesterday?

-- 
Michael.

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[Dri-devel] [PATCH] Small cleanup for drm_fops.h:read()

2002-02-21 Thread Simon Fowler

This is just a small change to the generic read() method in
drm_fops.h to use wait_event_interruptible() rather than the
hand-hacked waiting code that was in there. This is the method
recommended by the second edition of Linux Device Drivers . . . 

On a different note, is there any way that this generic code could
be factored out in a less opaque way? The way things stand, the
debugging option prints out a number of function names that don't
exist until the preprocessor has done it's thing - this makes it
impossible to grep for them, and makes the code that much harder to
get into. I was thinking something like the various structs of
methods the VFS uses . . . There are probably gotchas in that, but
the current code really is very hard to get into.

Simon Fowler

Index: programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drm_fops.h
===
RCS file: 
/cvsroot/dri/xc/xc/programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drm_fops.h,v
retrieving revision 1.7
diff -u -r1.7 drm_fops.h
--- programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drm_fops.h  27 Jan 2002 
20:05:42 -  1.7
+++ programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drm_fops.h  21 Feb 2002 
+17:52:46 -
@@ -125,32 +125,20 @@
int   avail;
int   send;
int   cur;
-   DECLARE_WAITQUEUE(wait, current);
 
DRM_DEBUG(%p, %p\n, dev-buf_rp, dev-buf_wp);
 
-   add_wait_queue(dev-buf_readers, wait);
-   set_current_state(TASK_INTERRUPTIBLE);
-   while (dev-buf_rp == dev-buf_wp) {
-   DRM_DEBUG(  sleeping\n);
-   if (filp-f_flags  O_NONBLOCK) {
-   remove_wait_queue(dev-buf_readers, wait);
-   set_current_state(TASK_RUNNING);
+   if (dev-buf_rp == dev-buf_wp) {
+   if (filp-f_flags  O_NONBLOCK)
return -EAGAIN;
-   }
-   schedule(); /* wait for dev-buf_readers */
-   if (signal_pending(current)) {
+   DRM_DEBUG(  sleeping\n);
+   if(wait_event_interruptible(dev-buf_readers, (dev-buf_rp != 
+dev-buf_wp))) {
DRM_DEBUG(  interrupted\n);
-   remove_wait_queue(dev-buf_readers, wait);
-   set_current_state(TASK_RUNNING);
return -ERESTARTSYS;
}
DRM_DEBUG(  awake\n);
-   set_current_state(TASK_INTERRUPTIBLE);
}
-   remove_wait_queue(dev-buf_readers, wait);
-   set_current_state(TASK_RUNNING);
-
+  
left  = (dev-buf_rp + DRM_BSZ - dev-buf_wp) % DRM_BSZ;
avail = DRM_BSZ - left;
send  = DRM_MIN(avail, count);

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[Dri-devel] 2nd libGL(U?) problem

2002-02-21 Thread Robin Redeker

Hi,

after the old problem has been solved a new occured.

when linking my program to efence following backtrace is able to do:
--
#0  scale_internal_ubyte (components=3, widthin=32, heightin=48, 
datain=0x4af51e00 \026\021\f%\026, widthout=32, heightout=64, 
dataout=0x4af71800 \026\021\f%\026, element_size=1, ysize=96, 
group_size=3) at mipmap.c:1473
#1  0x400f7182 in gluBuild2DMipmapLevelsCore (target=3553, internalFormat=3, 
width=32, height=48, widthPowerOf2=32, heightPowerOf2=64, format=6407, 
type=5121, userLevel=0, baseLevel=0, maxLevel=6, data=0x4af51e00)
at mipmap.c:4127
#2  0x400f7ee3 in gluBuild2DMipmaps (target=3553, internalFormat=3, width=32, 
height=48, format=6407, type=5121, data=0x4af51e00) at mipmap.c:4560
#3  0x08054503 in S_T_AddData24 (tex=0x48935f68, width=32, height=48, 
data_x=32, data_y=48, data=0x4af51e00 \026\021\f%\026)
at fe/gl/texture.c:369
--
The program crashes with HW-acceleratio AND 
without (with LIBGL_ALWAYS_INDIRECT tested).

Its again a problem in the DRI-lib only, as the program not crashes with other 
librarys like nVidias.

Here is my data:
ATI Radeon 7200
XFree 4.2.0
DRI from CVS
localhost kernel: [drm] AGP 0.99 on VIA Apollo KT133 @ 0xe600 32MB  
localhost kernel: [drm] Initialized radeon 1.2.0 20010405 on minor 0
AMD Athlon 1400 MHz, 256 MB RAM
Linux Kernel 2.4.16

questions go to my e-mail-adress.

cya


-- 
Robin Redeker
www:http://www.x-paste.de/
e-mail: [EMAIL PROTECTED]

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Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-21 Thread Leif Delgass

On Wed, 20 Feb 2002, Michael Thaler wrote:

 when I start UT I get the Intro. The Sound is o.k. but the Rendering
 does not seem to delete old objects correctly. The same objected is
 displayed at different positions of the screen without deleting the
 old objects. The lights are just big white or yellow circles.
 
 The game menu with the Unreal Tournament logo and the menu is
 displayed correctly. When I start a practice session the weapon is
 displayed correctly with all textures, but I cannot see any background
 textures of the room. 

This part at least sounds like you don't have the latest CVS.  Can you try 
this:

In the source tree:
cd xc/xc/lib/GL/mesa/src/drv/mach64
cvs update

If you see files being updated, move to the build tree (build/xc/lib/GL)
and rebuild the Mesa driver with 'su' and 'make install'. Then try turning
multitexturing on in UnrealTournament.ini.  There will still be some
transparency problems with textures here and there, but you should see the
background textures.

 More or less the only thing I can see are big
 white or yello circles which are probably lights. When I move arround,
 the lights get drawn over the screen, but the lights are not deleted
 at the old positions, so the screen gets more and more filled with
 white. Sometimes the weapon turns black and you can only see a black
 shiluette of the weapons. Firing makes the weapon apear again.
 
 A strange thing happens when you press ESC and go to the menu
 screen. Everything is displayed correctly there but when you go back
 to the game you can still see the menu screen in the background. It is
 not deleted. You can see big white lights in front of it and you can
 see the menu screen through the lights.

-- 
Leif Delgass 
http://www.retinalburn.net



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[Dri-devel] Branches?

2002-02-21 Thread Ian Romanick

Which branch merges are complete?  If the mesa-4-0-branch to trunk merge is
complete, is the branch dead?

-- 
Tell that to the Marines!

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[Dri-devel] Mach64: some programs

2002-02-21 Thread Sergey V. Udaltsov

Hi all

Tried to run the Mach64 dri-enabled driver and ...

1. Openuniverse and celestia - still no textures. I've heard some talks
about DMA, thought it is already working. Is not it? I know, without DMA
my 8M is not enough for 1280x1024...

2. Counter-strike/wine in OpenGL mode. I see only my pistol - no
environment at all:)

Also in console, a lot of messages:

mach64UploadTexImages: ran into bound texture

What does this mean? Is it bad or good? Is it fixable?

3. About the fog. Really, the problem is not in the fog. The fog demo
works OK.

4. About signal 11. It seems the problem was about vt. Everything is OK
if I run programs from xterm.

Cheers,

Sergey

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Re: [Dri-devel] Branches?

2002-02-21 Thread Alan Hourihane

On Thu, Feb 21, 2002 at 01:56:01PM -0800, Ian Romanick wrote:
 Which branch merges are complete?  If the mesa-4-0-branch to trunk merge is
 complete, is the branch dead?

Yep.

Alan.

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Re: [Dri-devel] Branches?

2002-02-21 Thread Keith Whitwell

Ian Romanick wrote:
 
 Which branch merges are complete?  If the mesa-4-0-branch to trunk merge is
 complete, is the branch dead?
 

I believe mesa-4-0 is now on the trunk, and is about to be merged into
XFree86.  Yes, that branch is now dead.

Keith

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[Dri-devel] trunk: texutil.c compilation error

2002-02-21 Thread Dieter Ntzel

make[5]: Entering directory `/tmp/INSTALL/SOURCE/dri/xc/xc/lib/GL/mesa/src'
rm -f texutil.o
gcc -c -O -mcpu=k6 -fomit-frame-pointer -mpreferred-stack-boundary=2 
-malign-functions=4 -fschedule-insns2 -fexpensive-optimizations  -ansi -Wall 
-Wpointer-arith -Wstrict-prototypes -Wmissing-prototypes 
-Wmissing-declarations -Wnested-externs -pipe  -I../../../../exports/include 
-I../../../../exports/include/X11 -I../../../../include/extensions  
-I../../../../extras/Mesa/src -I../../../../lib/GL/dri  
-I../../../../extras/Mesa/include -I../../../../lib/GL/include  -I../../../.. 
-I../../../../exports/include -I/usr/X11R6/include  -Dlinux -D__i386__ 
-D_POSIX_C_SOURCE=199309L -D_POSIX_SOURCE -D_XOPEN_SOURCE -D_BSD_SOURCE 
-D_SVID_SOURCE  -D_GNU_SOURCE   -DFUNCPROTO=15 -DNARROWPROTO -DXTHREADS  
-D_REENTRANT -DXUSE_MTSAFE_API-DMALLOC_0_RETURNS_NULL -DGLXEXT -DXF86DRI 
-DGLX_DIRECT_RENDERING -DGLX_USE_DLOPEN -DGLX_USE_MESA  -DUSE_X86_ASM 
-DUSE_MMX_ASM -DUSE_3DNOW_ASM -DUSE_SSE_ASMtexutil.c
In file included from texutil.c:85:
../../../../extras/Mesa/src/texutil_tmp.h: In function 
`texsubimage2d_pack_rgba_direct':
../../../../extras/Mesa/src/texutil_tmp.h:188: structure has no member named 
`packing'
[-]

Thanks,
Dieter

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Re: [Dri-devel] Mach64: some programs

2002-02-21 Thread José Fonseca

On 2002.02.21 22:08 Sergey V. Udaltsov wrote:
 Hi all
 
 Tried to run the Mach64 dri-enabled driver and ...
 
 1. Openuniverse and celestia - still no textures. I've heard some talks
 about DMA, thought it is already working. Is not it? I know, without DMA
 my 8M is not enough for 1280x1024...
 

No, DMA isn't yet done. Frank Earl has most of the work done except for 
the security, for which a solution has yet to be found.

His work is not yet on a CVS branch, although I hope it will be in a near 
future.

 2. Counter-strike/wine in OpenGL mode. I see only my pistol - no
 environment at all:)
 

This is also an evidence of insufficient memory for textures.

You have to decrease the screen resolution and/or reduce the textures 
details to be able to fit more texture into the onboard memory. This also 
affects the framerate because the driver fails to cache a decent number of 
textures in the onboard memory so is constantly needing to upload them 
which, again, is also very slow since it does that through PIO.

AGP/DMA gives a big boost on performance because it gives faster 
communication with the card and allows to extend the card memory with the 
main memory.

 Also in console, a lot of messages:
 
 mach64UploadTexImages: ran into bound texture
 
 What does this mean? Is it bad or good? Is it fixable?

I've been looking into the code and it seems that the driver was trying to 
free textures to alocate a new one but ran into a texture that was bounded 
to texture processing unit, so it failed to allocate space for the new 
texture. So it's basically the same problem.

 
 3. About the fog. Really, the problem is not in the fog. The fog demo
 works OK.
 
 4. About signal 11. It seems the problem was about vt. Everything is OK
 if I run programs from xterm.
 

You can't switch VT while running an OpenGL application on mach64 as it is 
now.

 Cheers,
 
 Sergey
 

Regards,

José Fonseca

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Re: [Dri-devel] trunk: texutil.c compilation error

2002-02-21 Thread Alan Hourihane

Fixed.

texutil_tmp.h needed fixing too.

Alan.

On Fri, Feb 22, 2002 at 12:13:25AM +0100, Dieter Nützel wrote:
 make[5]: Entering directory `/tmp/INSTALL/SOURCE/dri/xc/xc/lib/GL/mesa/src'
 rm -f texutil.o
 gcc -c -O -mcpu=k6 -fomit-frame-pointer -mpreferred-stack-boundary=2 
 -malign-functions=4 -fschedule-insns2 -fexpensive-optimizations  -ansi -Wall 
 -Wpointer-arith -Wstrict-prototypes -Wmissing-prototypes 
 -Wmissing-declarations -Wnested-externs -pipe  -I../../../../exports/include 
 -I../../../../exports/include/X11 -I../../../../include/extensions
 -I../../../../extras/Mesa/src -I../../../../lib/GL/dri
 -I../../../../extras/Mesa/include -I../../../../lib/GL/include  -I../../../.. 
 -I../../../../exports/include -I/usr/X11R6/include  -Dlinux -D__i386__ 
 -D_POSIX_C_SOURCE=199309L -D_POSIX_SOURCE -D_XOPEN_SOURCE -D_BSD_SOURCE 
 -D_SVID_SOURCE  -D_GNU_SOURCE   -DFUNCPROTO=15 -DNARROWPROTO -DXTHREADS  
 -D_REENTRANT -DXUSE_MTSAFE_API-DMALLOC_0_RETURNS_NULL -DGLXEXT -DXF86DRI 
 -DGLX_DIRECT_RENDERING -DGLX_USE_DLOPEN -DGLX_USE_MESA-DUSE_X86_ASM 
 -DUSE_MMX_ASM -DUSE_3DNOW_ASM -DUSE_SSE_ASMtexutil.c
 In file included from texutil.c:85:
 ../../../../extras/Mesa/src/texutil_tmp.h: In function 
 `texsubimage2d_pack_rgba_direct':
 ../../../../extras/Mesa/src/texutil_tmp.h:188: structure has no member named 
 `packing'
 [-]
 
 Thanks,
   Dieter
 
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