Re: [Dri-devel] Radeon: DMA buffer allocation leak

2002-12-02 Thread Felix Kühling
On Mon, 2 Dec 2002 00:59:34 +0100
Felix Kühling [EMAIL PROTECTED] wrote:

 Hi,
 
 I reported a DMA buffer allocation problem earlier today with glean. It
 terminated with Error: Could not get dma buffer ... exiting. I looked
 into it a bit more now. I made a glean run with RADEON_DEBUG_DMA and
 wrote a small TCL script to analyse the output. It revealed a leak of
 DMA buffers. It might be a bug with my script, but I'm pretty sure it's
 ok. It is obvious that towards the end of the log only a subset of the
 available DMA buffers is used.
[snip]

I tracked it down to radeonDestroyContext. There radeonReleaseDmaRegion
is called but after that the CmdBuf is never flushed. So when the
context is destroyed any record of the last DMA buffer still being
allocated is lost in the client. As glean destroys and recreates
contexts quite often, all DMA buffers were lost like this. I think we
introduced this problem when we moved the RADEON_FIRE_VERTICES further
up in radeonDestroyContext. Before that RADEON_FIRE_VERTICES implicitly
flushed the CmdBuf.

Here is a patch that fixes the problem. I hope is doesn't introduce any
new ones ;-)

--- radeon_context.c.~1.27.~2002-11-26 02:57:38.0 +0100
+++ radeon_context.c2002-12-02 09:15:29.0 +0100
@@ -571,8 +571,10 @@
   radeonDestroySwtcl( rmesa-glCtx );
 
   radeonReleaseArrays( rmesa-glCtx, ~0 );
-  if (rmesa-dma.current.buf)
+  if (rmesa-dma.current.buf) {
 radeonReleaseDmaRegion( rmesa, rmesa-dma.current, __FUNCTION__ );
+radeonFlushCmdBuf( rmesa, __FUNCTION__ );
+  }
 
   if (!rmesa-TclFallback  RADEON_TCL_FALLBACK_TCL_DISABLE)
 if (!getenv(RADEON_NO_VTXFMT))

Regards,
   Felix

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Re: [Dri-devel] Radeon: DMA buffer allocation leak

2002-12-02 Thread Dieter Nützel
Am Montag, 2. Dezember 2002 09:30 schrieb Felix Kühling:
 On Mon, 2 Dec 2002 00:59:34 +0100

 Felix Kühling [EMAIL PROTECTED] wrote:
  Hi,
 
  I reported a DMA buffer allocation problem earlier today with glean. It
  terminated with Error: Could not get dma buffer ... exiting. I looked
  into it a bit more now. I made a glean run with RADEON_DEBUG_DMA and
  wrote a small TCL script to analyse the output. It revealed a leak of
  DMA buffers. It might be a bug with my script, but I'm pretty sure it's
  ok. It is obvious that towards the end of the log only a subset of the
  available DMA buffers is used.

 [snip]

 I tracked it down to radeonDestroyContext. There radeonReleaseDmaRegion
 is called but after that the CmdBuf is never flushed. So when the
 context is destroyed any record of the last DMA buffer still being
 allocated is lost in the client. As glean destroys and recreates
 contexts quite often, all DMA buffers were lost like this. I think we
 introduced this problem when we moved the RADEON_FIRE_VERTICES further
 up in radeonDestroyContext. Before that RADEON_FIRE_VERTICES implicitly
 flushed the CmdBuf.

 Here is a patch that fixes the problem. I hope is doesn't introduce any
 new ones ;-)

 --- radeon_context.c.~1.27.~2002-11-26 02:57:38.0 +0100
 +++ radeon_context.c2002-12-02 09:15:29.0 +0100
 @@ -571,8 +571,10 @@
radeonDestroySwtcl( rmesa-glCtx );

radeonReleaseArrays( rmesa-glCtx, ~0 );
 -  if (rmesa-dma.current.buf)
 +  if (rmesa-dma.current.buf) {
  radeonReleaseDmaRegion( rmesa, rmesa-dma.current, __FUNCTION__
 ); +radeonFlushCmdBuf( rmesa, __FUNCTION__ );
 +  }

if (!rmesa-TclFallback  RADEON_TCL_FALLBACK_TCL_DISABLE)
  if (!getenv(RADEON_NO_VTXFMT))

r200?
I'll try it by hand anyway ;-)

Thanks,
Dieter


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Re: [Dri-devel] Radeon: DMA buffer allocation leak

2002-12-02 Thread Keith Whitwell
Felix Kühling wrote:

On Mon, 2 Dec 2002 00:59:34 +0100
Felix Kühling [EMAIL PROTECTED] wrote:



Hi,

I reported a DMA buffer allocation problem earlier today with glean. It
terminated with Error: Could not get dma buffer ... exiting. I looked
into it a bit more now. I made a glean run with RADEON_DEBUG_DMA and
wrote a small TCL script to analyse the output. It revealed a leak of
DMA buffers. It might be a bug with my script, but I'm pretty sure it's
ok. It is obvious that towards the end of the log only a subset of the
available DMA buffers is used.


[snip]

I tracked it down to radeonDestroyContext. There radeonReleaseDmaRegion
is called but after that the CmdBuf is never flushed. So when the
context is destroyed any record of the last DMA buffer still being
allocated is lost in the client. As glean destroys and recreates
contexts quite often, all DMA buffers were lost like this. I think we
introduced this problem when we moved the RADEON_FIRE_VERTICES further
up in radeonDestroyContext. Before that RADEON_FIRE_VERTICES implicitly
flushed the CmdBuf.

Here is a patch that fixes the problem. I hope is doesn't introduce any
new ones ;-)


I've committed this...

Keith






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Re: [Dri-devel] Radeon TCL global ambient problem solved

2002-12-02 Thread Keith Whitwell
Felix Kühling wrote:

Hi,

my digging is starting to pay off ;)

I had reported that weird problem, that the global ambient light is not
correct using hardware TCL if I specify anything other than 1.0 as alpha
component. Now I found out that the trigger for this problem is actually
to specify the default of (0.2, 0.2, 0.2, 1.0). In that case Mesa is
clever enough to not call the driver's LightModelfv functions as the
value doesn't change.

So the real error is that the global ambient is not set to the correct
default value in the TCL state after turning on the ambient light. I
fixed it by adding a call to update_global_ambient in
radeonColorMaterial. Here is the one-line patch for completeness ;)

--- radeon_state.c.~1.24.~  2002-11-26 02:57:38.0 +0100
+++ radeon_state.c  2002-12-01 02:43:42.0 +0100
@@ -887,6 +887,7 @@
 
 for (p = 0 ; p  MAX_LIGHTS; p++) 
update_light_colors( ctx, p );
+update_global_ambient( ctx );
   }
}

Committed this too.

Keith



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Re: [Dri-devel] Smoother graphics with 16bpp on radeon

2002-12-02 Thread Keith Whitwell
Felix Kühling wrote:

Hi,

I made two small modifications to the radeon driver to make OpenGL look
much nicer with 16bpp. The first thing is to enable dithering, the
second is to use 32bpp textures even in 16bpp mode, if the application
requests them. A patch is attached.


I've turned it on unilaterally, for 16 and 32 bit.  This is consistent with 
the enable/disable code in radeon_state.c

Maybe the texture color depth should be handled more intelligently in
16bpp mode, based on the amount of graphics memory or controlled by an
environment variable?


I think I'd want to see this sort of thing put in place, rather than the patch 
 you posted which would increase the amount of texture memory required for 
some apps without giving the user a chance to counter that.

Keith



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[Dri-devel] Amatör türk kýzlarý yuiwy

2002-12-02 Thread Gate ERS
Title: dri-devel



  

  
  
  


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Re: [Dri-devel] radeonFlushVertices restores the neutral vtxfmt wrapper

2002-12-02 Thread Keith Whitwell
Felix Kühling wrote:

Hi,

while I was trying to understand the vtxfmt mesa code and poking around
with gdb I noticed that the neutral vtxfmt wrapper gets restored quite
often. I tracked it to radeonFlushVertices where
_mesa_install_exec_vtxfmt( ctx, rmesa-vb.vtxfmt ) is called if the
FLUSH_UPDATE_CURRENT flag is set. _mesa_install_exec_vtxfmt in turn sets
ctx-TnlModule.Current to the new exec vertex format and calls
_mesa_restore_exec_vtxfmt( ctx ) which restores the neutral wrapper. Is
this really what was intended here?

The only place I could find where the FLUSH_UPDATE_CURRENT flag is set
in the radeon driver is in radeon_vtxfmt_c.c and there the Exec dispatch
table is modified directly. So there should be no need for reinstalling
the vertex format.


It is necessary to do that there.  I can't bring an example off the top of my 
head, but feel free to remove the call  play with the mesa demos.  Something 
should break before too long...

I guess I should have left a comment there to explain/remind myself why.

Keith




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[Dri-devel] Re: Recent broken locking in DRM code..

2002-12-02 Thread Michel Dänzer
On Mon, 2002-12-02 at 03:00, Linus Torvalds wrote:
 On 1 Dec 2002, Michel Dänzer wrote:
 
  Does that also apply to kmalloc()/kfree(), or are they safe?
 
 kfree() (or free_pages() or others of that type) is always safe.  
 kmalloc(x, GFP_ATOMIC) works, but has problems (ie being over-eager about 
 using it can easily result in a system that just dies from being out of 
 memory and not being able to do the required memory balancing and 
 swap-out to replenish it).

Luckily, we only need kfree() in the interrupt here, kmalloc() is done
in the ioctl. Thanks to you and Ben for explaining this.


 The attached patch looked mostly ok, except this part:
 
   -   sema_init( dev-vbl_sem, 0 );
   +   spin_lock_irqsave( dev-vbl_lock, flags );
   ..
 
 should almost certainly have been a
 
   spin_lock_init(dev-vbl_lock);
 
 instead of locking and unlocking an uninitialized variable (from what I 
 could tell from just reading the diff).

Fixed, thanks. I'll commit the attached updated patch soon unless
someone sees another mistake. It works for me. Now I hope someone will
fill in the missing pieces and/or do the cleanup necessary for BSD.


 Btw, from a testing standpoint it's then also worthwhile compiling with 
 CONFIG_DEBUG_SPINLOCK, which will verify that spinlocks are initialized 
 etc.

I hope to get around to that some time.


-- 
Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
XFree86 and DRI project member   /  CS student, Free Software enthusiast

Index: programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drmP.h
===
RCS file: /cvsroot/dri/xc/xc/programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drmP.h,v
retrieving revision 1.53
diff -p -u -r1.53 drmP.h
--- programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drmP.h	30 Nov 2002 14:24:06 -	1.53
+++ programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drmP.h	2 Dec 2002 11:43:05 -
@@ -591,8 +600,7 @@ typedef struct drm_device {
 #if __HAVE_VBL_IRQ
	wait_queue_head_t vbl_queue;
	atomic_t  vbl_received;
-	struct tq_struct  vbl_tq;
-	struct semaphore  vbl_sem;
+	spinlock_tvbl_lock;
 	drm_vbl_sig_t vbl_sigs;
 #endif
 	cycles_t	  ctx_start;
@@ -834,7 +845,7 @@ extern void  DRM(driver_irq_unin
 extern int   DRM(wait_vblank)(struct inode *inode, struct file *filp,
   unsigned int cmd, unsigned long arg);
 extern int   DRM(vblank_wait)(drm_device_t *dev, unsigned int *vbl_seq);
-extern void  DRM(vbl_immediate_bh)( void *arg );
+extern void  DRM(vbl_send_signals)( drm_device_t *dev );
 #endif
 #if __HAVE_DMA_IRQ_BH
 extern void  DRM(dma_immediate_bh)( void *dev );
Index: programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drm_dma.h
===
RCS file: /cvsroot/dri/xc/xc/programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drm_dma.h,v
retrieving revision 1.8
diff -p -u -r1.8 drm_dma.h
--- programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drm_dma.h	30 Nov 2002 14:24:07 -	1.8
+++ programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/drm_dma.h	2 Dec 2002 11:43:11 -
@@ -509,6 +509,9 @@ int DRM(dma_get_buffers)(drm_device_t *d
 int DRM(irq_install)( drm_device_t *dev, int irq )
 {
 	int ret;
+#if __HAVE_VBL_IRQ
+	unsigned long flags;
+#endif
 
 	if ( !irq )
 		return -EINVAL;
@@ -541,16 +544,9 @@ int DRM(irq_install)( drm_device_t *dev,
 #if __HAVE_VBL_IRQ
 	init_waitqueue_head(dev-vbl_queue);
 
-	sema_init( dev-vbl_sem, 0 );
+	spin_lock_init( dev-vbl_lock );
 
 	INIT_LIST_HEAD( dev-vbl_sigs.head );
-
-	up( dev-vbl_sem );
-
-	INIT_LIST_HEAD( dev-vbl_tq.list );
-	dev-vbl_tq.sync = 0;
-	dev-vbl_tq.routine = DRM(vbl_immediate_bh);
-	dev-vbl_tq.data = dev;
 #endif
 
 /* Before installing handler */
@@ -642,6 +638,7 @@ int DRM(wait_vblank)( DRM_IOCTL_ARGS )
 	flags = vblwait.request.type  _DRM_VBLANK_FLAGS_MASK;
 	
 	if ( flags  _DRM_VBLANK_SIGNAL ) {
+		unsigned long flags;
 		drm_vbl_sig_t *vbl_sig = DRM_MALLOC( sizeof( drm_vbl_sig_t ) );
 
 		if ( !vbl_sig )
@@ -656,11 +653,11 @@ int DRM(wait_vblank)( DRM_IOCTL_ARGS )
 		vblwait.reply.sequence = atomic_read( dev-vbl_received );
 
 		/* Hook signal entry into list */
-		down( dev-vbl_sem );
+		spin_lock_irqsave( dev-vbl_lock, flags );
 
 		list_add_tail( (struct list_head *) vbl_sig, dev-vbl_sigs.head );
 
-		up( dev-vbl_sem );
+		spin_unlock_irqrestore( dev-vbl_lock, flags );
 	} else {
 		ret = DRM(vblank_wait)( dev, vblwait.request.sequence );
 
@@ -675,14 +672,14 @@ int DRM(wait_vblank)( DRM_IOCTL_ARGS )
 	return ret;
 }
 
-void DRM(vbl_immediate_bh)( void *arg )
+void DRM(vbl_send_signals)( drm_device_t *dev )
 {
-	drm_device_t *dev = (drm_device_t *) arg;
 	struct list_head *entry, *tmp;
 	drm_vbl_sig_t *vbl_sig;
 	unsigned int vbl_seq = atomic_read( dev-vbl_received );
+	unsigned long flags;
 
-	down( dev-vbl_sem 

Re: [Dri-devel] Smoother graphics with 16bpp on radeon

2002-12-02 Thread Felix Kühling
On Mon, 02 Dec 2002 10:47:54 +
Keith Whitwell [EMAIL PROTECTED] wrote:

 Felix Kühling wrote:
  Hi,
  
  I made two small modifications to the radeon driver to make OpenGL look
  much nicer with 16bpp. The first thing is to enable dithering, the
  second is to use 32bpp textures even in 16bpp mode, if the application
  requests them. A patch is attached.
 
 I've turned it on unilaterally, for 16 and 32 bit.  This is consistent with 
 the enable/disable code in radeon_state.c
 
  Maybe the texture color depth should be handled more intelligently in
  16bpp mode, based on the amount of graphics memory or controlled by an
  environment variable?
 
 I think I'd want to see this sort of thing put in place, rather than the patch 
   you posted which would increase the amount of texture memory required for 
 some apps without giving the user a chance to counter that.

Exactly. I figured that there was probably a good reason to use 16bit
textures. And I think it also affects the frame rate due to higher
memory bandwidth demands. So if we agree on this, I would make this
controlled by an environment variable. What should be the default
setting?

Felix

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Re: [Dri-devel] Parallelizing MESA's pipeline?

2002-12-02 Thread Marcelo E. Magallon
On Fri, Nov 29, 2002 at 11:15:19AM +, José Fonseca wrote:

  The later is the approach taken e.g., in chromium
  http://chromium.sourceforge.net , but actually I don't know if for
  any application besides scientific visualization a pipeline handles
  so many primitives at a time. For applications such as games, state
  changes (like texture changes) seem to happen too often for that.

 The problem with that approach is that you have to do one of a) sort
 primitives in screen space and assign non-overlapping primitives to
 the different pipelines; b) keep multiple buffers and blend them
 together at some point.  If you do a), you can have parallelism after
 the transformation stage or have a synchronization point in the middle
 of the pipelines.  b) is horribly slow for a pipeline running completly
 in software.

 Stage parallelization is in this case a much better approach.  Problem
 is the final stages of the pipeline are much more CPU intensive than
 the initial stages (think vertex processing vs. fragment processing),
 so you can't split pipeline stages equally across threads.

-- 
Marcelo


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Re: [Dri-devel] R100/R200 fix for glSecondaryColor3*EXT when secondary / specular color not used

2002-12-02 Thread Ian Romanick
On Thu, Nov 28, 2002 at 11:29:31PM +0100, Dieter Nützel wrote:
 Am Mittwoch, 27. November 2002 08:56 schrieb Ian Romanick:
  Also attached is a test program that could be bundled w/Mesa. :)
 
 Works for me on R200, dual Athlon MP.
 Only a little white window for some tenths of a second?

Perfect.  All it does is create a context, set state that doesn't use
secondary / specular color, and try to set secondary color.  If it works,
the window will open and close.  If it doesn't work, the window will open
and the app will segfault.

I will commit the fix today.

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Re: [Dri-devel] Re: [Dri-patches] CVS Update: xc (branch: texmem-0-0-1)

2002-12-02 Thread Ian Romanick
On Thu, Nov 28, 2002 at 12:57:52PM +, Keith Whitwell wrote:
 Ian Romanick wrote:
  CVSROOT:/cvsroot/dri
  Module name:xc
  Repository: xc/xc/lib/GL/mesa/src/drv/r128/
  Changes by: idr@sc8-pr-cvs1.02/11/27 12:47:44
  
  Log message:
Initial pass at adding texmem support to Rage128 driver.  These
changes have not yet been tested as I don't have access to Rage128
hardware.  I will post to dri-devel to beg for help.
 
 
 I fixed one trivial problem with turning on extensions (is that *strictly* a 
 texmem change, Ian?)
 
 Now I've got this:
 
 Program received signal SIGSEGV, Segmentation fault.
 0x4047258c in driInitTextureObjects (ctx=0x8056b18, swapped=0x8054e00,
  targets=3) at texmem.c:802
 802  move_to_tail( swapped, (driTextureObject *) texObj-DriverData );
 (gdb) print swapped
 $1 = (driTextureObject *) 0x8054e00
 (gdb) print *swapped
 $2 = {next = 0x8054e00, prev = 0x8054e00, heap = 0x0, tObj = 0x0,
memBlock = 0x0, bound = 0, totalSize = 0, dirty_images = {0, 0, 0, 0, 0, 0}}
 (gdb) print texObj-DriverData
 $3 = (void *) 0x0

I seem to recall having a similar issue when I added texmem support to the
MGA driver.  There was some subtle difference in the handling of the
DriverData pointer between the pre-radeon drivers and the post-radeon
drivers.  This is at the top of my queue today...

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Re: [Dri-devel] Parallelizing MESA's pipeline?

2002-12-02 Thread Ian Romanick
On Fri, Nov 29, 2002 at 01:13:22PM +0100, Felix Kühling wrote:
 On Fri, 29 Nov 2002 11:15:19 +
 José Fonseca [EMAIL PROTECTED] wrote:
 
  On Fri, Nov 29, 2002 at 10:19:52AM +0100, Felix Kühling wrote:

   First some high level considerations. Having each pipeline stage in a
   separate thread would lead to a large number of threads (e.g. 9 in the
   case of the radeon driver). Most of the pipeline stages take rather
   short time so that the extra overhead of multi threading and
   synchronization could have a significant impact. Alternatively one could
   use a fixed number N of threads and schedule pipeline stages on them,
   the main thread and N-1 free threads. If a free thread is available
   the next pipeline stage would be executed on that thread and the OpenGL
   client could continue on the main thread without waiting for all
   pipeline stages to complete. Note that on a non-SMP system there would
   be only the main thread which is equivalent to how the pipeline is
   currently executed.
  
  I think that one thing that must be thought is whether the parallelism
  should be in the pipeline stages or in the pipeline data, i.e., if we
 
 I am not sure I understand the difference. The idea of a pipeline is
 that you split the tasks performed on data into several stages. Mesa
 does this part already. Then while one package is in stage 1 another one
 can be processed in stage 2 at the same time. So I think I have
 parallelism both in pipeline data and the stages.

The problem is two-fold in this case.  First, most of the time not all of
the stages are executed (i.e., the software rasterizer case is rarely
executed).  Second, most of the stages are very short.  You'll spend most of
your execution time synchronizing between the stages.  I seem to recall the
Carmack had a .plan update about that when he was adding SMP support to
Quake3.  I'll see if I can find it.

Most research in parallelizing code points to doing whatever is possible to
minimize synchronization costs.  You might search through previous years
SIGGRAPH papers to see what other people have done in this area.  It's not a
new field.  I know that there are patents in this area (sigh) that go back
at least 5 or 10 years.

  All assumptions have to be very well verified against all existing Mesa
  drivers, otherwise a discrete hack can cause havoc...
 
 All the hardware specific stages are drawing stages. So only one of them
 will be executed at a time. I don't see any problem here. One tricky
 part could be to find out, how much of the context actually has to be
 copied. Obviously, all data that is modified by the pipeline stages
 needs to be copied. Everything that is read only can be shared by all
 context copies.

What about TCL stages?

I think one problem that you'll run into is that, as more and more of the
OpenGL pipeline gets moved into hardware, you'll see less and less benefit
in doing this. :(

What might be worth looking into is using left over CPU time to optimize
data that is being sent to the card.  That is, if the card is the rendering
bottleneck, use some CPU cycles to optimize triangle strips that are being
submitted, optimize out redundant state changes from the command stream, etc.
The trick is in deciding when to enable the optimizer pass.

-- 
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Re: [Dri-devel] Parallelizing MESA's pipeline?

2002-12-02 Thread Ian Romanick
On Fri, Nov 29, 2002 at 01:20:45PM +, José Fonseca wrote:
 On Fri, Nov 29, 2002 at 01:13:22PM +0100, Felix Kühling wrote:
  On Fri, 29 Nov 2002 11:15:19 +
  José Fonseca [EMAIL PROTECTED] wrote:
   I think that one thing that must be thought is whether the parallelism
   should be in the pipeline stages or in the pipeline data, i.e., if we
  
  I am not sure I understand the difference. The idea of a pipeline is
  that you split the tasks performed on data into several stages. Mesa
  does this part already. Then while one package is in stage 1 another one
  can be processed in stage 2 at the same time. So I think I have
  parallelism both in pipeline data and the stages.
 
 
 Let'me ilustrate with an example. Image you have 1000 polygons to
 process (i.e., transform, clip, build vertex buffers, and render). If
 you have a SMP computer with 4 processors you can make use of
 parallelism in at least two ways:
 
 a) Have a processor do the transform of the 1000 polygons, another do
 the clipping, ... etc.
 
 b) Have a processor do the transform+clipping+... of 250 polygons, have
 another do the same for another 250 polygons, ... etc.

One thing I forgot to mention in my other message is that the b option
will make MUCH better use of the CPU caches.

-- 
Smile!  http://antwrp.gsfc.nasa.gov/apod/ap990315.html


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Re: [Dri-devel] MGA error: mga_get_buffer_ioctl: flush ret=-16

2002-12-02 Thread Jonny.Strom
Serge Gavrilov wrote:

On Mon, Dec 02, 2002 at 03:08:51AM +0300, Serge Gavrilov wrote:


On Mon, Dec 02, 2002 at 02:58:17AM +0300, Serge Gavrilov wrote:


Without framebuffer support it looks like that quake2 works
fine. 


Sorry, I just detected this error also with 2.4.20 without framebuffer
support and patched 2.4.19 (also withot frambuffer support).

The important detail: I detect this on the new computer with Abit KX7-333 
motherboard and Athlon XP 2000 processor.



Hi

I am also using the framebuffer for tv-out functionality with my G450 
and I have not seen any problems since I made the patch.


My system is:
AMD Duron 1.2GHz
VT82C686 [Apollo Super South]
VT8363/8365 [KT133/KM133]

Cheers Johnny



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[Dri-devel] Re: Split AGP GART device lists.

2002-12-02 Thread Dave Jones
[taking this to the lists, to keep anyone who cares about this in the loop]

This conversation evolved out of my split-agpgart-device-list patch.
Linus' proposal is to take this a step further and split each of
the chipsets into a seperate module.  I'm about to tackle this,
but in case there's some hidden gotchas that myself and Linus have
overlooked, I figured I'd give a 'heads up'.

Any comments?

Dave.

On Mon, Dec 02, 2002 at 08:55:24AM -0800, Linus Torvalds wrote:

   I'm worrying about breaking existing behaviour.
   X loads /dev/agpgart, which pulls in agpgart.o, but what pulls
   in via.o, amd.o etc.. ?
  
  Done right, the regular PCI driver detection should load the thing 
  automatically without X needing to do anything at all. With the AGP 
  drivers showing up with the PCI entries they can drive, all the normal 
  auto-loading should just work _without_ having any special cases.
  
  I really think this is worth doing _right_, without stupid (and incorrect)  
  module dependencies. Even if it breaks something, it's worth doing:  
  people who compile their own kernels can just compile the AGP driver
  statically, the way all sane people - me - do, and people who don't 
  compile their own kernels obviously get them from distributions that can 
  trivially make modprobe do the right thing.
  
  We get eth0 behaviour right without having to have some eth0 driver 
  that knows about all the devices that might be networking devices. 
  Similarly, we should get agp behaviour right without having to have some 
  silly central thing.

-- 
| Dave Jones.http://www.codemonkey.org.uk
| SuSE Labs


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Re: [Dri-devel] trunk and glaxium

2002-12-02 Thread Michel Dänzer
On Mon, 2002-12-02 at 06:00, Bret Towe wrote:
 On Sun, 2002-12-01 at 20:23, Bret Towe wrote:
  On Sun, 2002-12-01 at 15:55, Michel Dänzer wrote:
   On Fre, 2002-11-29 at 18:37, Bret Towe wrote:
last night i installed glaxium (0.5) for the first time
and was playing it runs great
however when i move the window it freezes x within a minute
sometimes even less
but as long as i dont move the window it plays fine
   
   Do you keep moving the window until it locks up, or do you move the
   window and then let it be, and it will lock up after a while?
   
  i move it once to the location that i wanted it then start to play
  (wait 3-15s) then freeze
  
   Also, can you log in remotely and see if killing glaxium restores normal
   operation?
  tried that looked like it had already died 

It as in glaxium or the machine? If the former, can you try

fuser -k /dev/dri/card0

as normal user? That should kill any leftover processes using the DRM
while keeping the X server alive.

Although the information below kind of implies a 'real' lockup, not a
'soft' one.


this is a radeon 7500 (built by ati card)
pageflipping is enabled
   
   I don't expect this to make a difference, but can you still try without?
  will do will let know soon
 
 ok i disabled it and i forgot to move the window this time and it still
 froze 

So it doesn't seem to be related to moving the window after all.

 but i ran glaxium from a ssh shell so i could run gdb on it
 but glaxium didnt have debug symbols but however i did get an error
 radeonWaitIrq: drmRadeonIrqWait: -16
 it appeared 2-3s after x froze

Should be pretty much exactly 3 seconds. :)

 and after reading the thread that Linus started im wondering if this is
 related 

Hardly, this is just the current most prominent symptom of a lockup, as
the chip obviously no longer generates interrupts when it's locked up.
You can try RADEON_NO_IRQS=1 RADEON_NO_USLEEPS=1 for different symptoms.

 and this might make since due to the fact im using a joystick that is
 usb but i dont know if its related but the problem usally accors when i
 move the ship around really fast and that would make the joystick send
 more stuff at that time
 but this is just a guess

Does playing with the keyboard make a difference?


-- 
Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
XFree86 and DRI project member   /  CS student, Free Software enthusiast


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[Dri-devel] Conclusions from the Parallelizing MESA's pipeline thread

2002-12-02 Thread Felix Kühling
Hello,

First of all, thanks for all the comments I received in this thread.
During the last few days I was also inspired to start more systematic
reading of the MESA and Radeon driver source codes. In these 5 days I
learned more than in 5 months before!

As to the subject, there are three main conclusions I draw from this
thread:
- rendering parallelization has been done before with different approaches 
- implementing the parallel pipeline I had in mind would be a lot of work
- with TCL hardware there would be little or no benefit

Furthermore, the majority of DRI users have no SMP system and only SMP
systems would benefit from a multi-threaded pipeline. And people who do
use high-end hardware most likely have TCL hardware as well (or can
afford it ;-)

With all that in mind I think my enthusiasm would be better spent
otherwise, especially considering that I have TCL hardware and no SMP
system ;-) There are other projects within DRI which are interesting,
too. I'm thinking of indirect accellerated rendering which was discussed
previously a couple of times. For now there are a few bugs left in the
Radeon driver to fix ...

Best regards,
   Felix

   __\|/_____ ___ ___
__Tschüß___\_6 6_/___/__ \___/__ \___/___\___You can do anything,___
_Felix___\Ä/\ \_\ \_\ \__U___just not everything
  [EMAIL PROTECTED]o__/   \___/   \___/at the same time!


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[Dri-devel] Weekly dri-devel meeting reminder

2002-12-02 Thread Ian Romanick
This is just a friendly reminder that the weeking dri-devel IRC meeting will
be starting in the #dri-devel channel on irc.openprojects.net at 2100 UTC (or
4:00PM EST or 1:00PST, if you prefer).

Time zone conversion available at:

http://www.timezoneconverter.com/cgi-bin/tzc.tzc


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Re: [Dri-devel] trunk and glaxium

2002-12-02 Thread Bret Towe
On Mon, 2002-12-02 at 07:14, Michel Dänzer wrote:
 On Mon, 2002-12-02 at 06:00, Bret Towe wrote:
  On Sun, 2002-12-01 at 20:23, Bret Towe wrote:
   On Sun, 2002-12-01 at 15:55, Michel Dänzer wrote:
On Fre, 2002-11-29 at 18:37, Bret Towe wrote:
 last night i installed glaxium (0.5) for the first time
 and was playing it runs great
 however when i move the window it freezes x within a minute
 sometimes even less
 but as long as i dont move the window it plays fine

Do you keep moving the window until it locks up, or do you move the
window and then let it be, and it will lock up after a while?

   i move it once to the location that i wanted it then start to play
   (wait 3-15s) then freeze
   
Also, can you log in remotely and see if killing glaxium restores normal
operation?
   tried that looked like it had already died 
 
 It as in glaxium or the machine? If the former, can you try
 
glaxium died
i tried to recompile it with debuging symbols but no luck ill have to
try again later
did somehow get sound in glaxium now tho... go fig

 fuser -k /dev/dri/card0
i did try this with glaxium since it stays open now with sound
continuing to play in background
it freezes the server fully even the mouse wont move after that command
 
 as normal user? That should kill any leftover processes using the DRM
 while keeping the X server alive.
 
 Although the information below kind of implies a 'real' lockup, not a
 'soft' one.
 
 
 this is a radeon 7500 (built by ati card)
 pageflipping is enabled

I don't expect this to make a difference, but can you still try without?
   will do will let know soon
  
  ok i disabled it and i forgot to move the window this time and it still
  froze 
 
 So it doesn't seem to be related to moving the window after all.
 
seems not

  but i ran glaxium from a ssh shell so i could run gdb on it
  but glaxium didnt have debug symbols but however i did get an error
  radeonWaitIrq: drmRadeonIrqWait: -16
  it appeared 2-3s after x froze
 
 Should be pretty much exactly 3 seconds. :)
 
  and after reading the thread that Linus started im wondering if this is
  related 
 
 Hardly, this is just the current most prominent symptom of a lockup, as
 the chip obviously no longer generates interrupts when it's locked up.
 You can try RADEON_NO_IRQS=1 RADEON_NO_USLEEPS=1 for different symptoms.
tried that didnt seem to make any diff

  and this might make since due to the fact im using a joystick that is
  usb but i dont know if its related but the problem usally accors when i
  move the ship around really fast and that would make the joystick send
  more stuff at that time
  but this is just a guess
 
 Does playing with the keyboard make a difference?
doesnt seem to had same effects

it would be nice right now if someone else with a 7500 try this out and
see if get the same stuff cause this mobo isnt stable its starting to
fail its possable it doesnt like somethin this game does
but this would be a first for it usally it just doesnt like compiling
(over heats or some damned thing)

and what would be best way to get a backtrace? get glaxium with
debugging symbols? or should i just run gdb on x?
 
 -- 
 Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
 XFree86 and DRI project member   /  CS student, Free Software enthusiast
 




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Re: [Dri-devel] trunk and glaxium

2002-12-02 Thread Michel Dänzer
On Mon, 2002-12-02 at 22:04, Bret Towe wrote:
 On Mon, 2002-12-02 at 07:14, Michel Dänzer wrote:
  On Mon, 2002-12-02 at 06:00, Bret Towe wrote:

   but i ran glaxium from a ssh shell so i could run gdb on it
   but glaxium didnt have debug symbols but however i did get an error
   radeonWaitIrq: drmRadeonIrqWait: -16
   it appeared 2-3s after x froze
  
  Should be pretty much exactly 3 seconds. :)
  
   and after reading the thread that Linus started im wondering if this is
   related 
  
  Hardly, this is just the current most prominent symptom of a lockup, as
  the chip obviously no longer generates interrupts when it's locked up.
  You can try RADEON_NO_IRQS=1 RADEON_NO_USLEEPS=1 for different symptoms.
 tried that didnt seem to make any diff

Well, you shouldn't get an drmRadeonIrqWait error with these, or
something's very wrong.


   and this might make since due to the fact im using a joystick that is
   usb but i dont know if its related but the problem usally accors when i
   move the ship around really fast and that would make the joystick send
   more stuff at that time
   but this is just a guess
  
  Does playing with the keyboard make a difference?
 doesnt seem to had same effects

Then it's probably unrelated to the joystick.


 and what would be best way to get a backtrace? get glaxium with
 debugging symbols? or should i just run gdb on x?

You can't get a backtrace for a lockup, that's one of the bad things
about them.


-- 
Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
XFree86 and DRI project member   /  CS student, Free Software enthusiast


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Re: [Dri-devel] Conclusions from the Parallelizing MESA's pipeline thread

2002-12-02 Thread Jos Fonseca
Felix,

On Mon, Dec 02, 2002 at 06:45:15PM +0100, Felix Kühling wrote:
 Hello,
 
 First of all, thanks for all the comments I received in this thread.
 During the last few days I was also inspired to start more systematic
 reading of the MESA and Radeon driver source codes. In these 5 days I
 learned more than in 5 months before!

I'm really surprised with your fast advances!

 As to the subject, there are three main conclusions I draw from this
 thread:
 - rendering parallelization has been done before with different approaches 
 - implementing the parallel pipeline I had in mind would be a lot of work
 - with TCL hardware there would be little or no benefit

Nevertheless it was good food for thought.

 There are other projects within DRI which are interesting, too. I'm
 thinking of indirect accellerated rendering which was discussed
 previously a couple of times. 

Yes, this is surely interesting, especially because IMHO it could open a
door to a new driver paradigm, where the OpenGL state would be in X
server space, rather than in the client, and therefore eliminating
several security concerns. But this is another story...

 For now there are a few bugs left in the Radeon driver to fix ...

Unfortunately I've been too busy lately for DRI development (not to
mention the chronic amneasia regarding the IRC meetings...) I've been
under pressure to have results for my PhD and this will likely endure until a
conference next February. (I guess I'm paying for fooling around in the
last year.) I've been using my little free time to take care of some
unfinished businesses (my webpage, and some old projects). But I confess
that I'm eager to start coding on DRI again.. (If I just had another
pair of eyes and hands on my back! ;-)

José Fonseca
__
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Everything you'll ever need on one web page
from News and Sport to Email and Music Charts
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Re: [Dri-devel] Smoother graphics with 16bpp on radeon

2002-12-02 Thread Allen Akin
On Mon, Dec 02, 2002 at 02:00:49PM +0100, Felix Kühling wrote:
|   So if we agree on this, I would make this
| controlled by an environment variable. ...

The intent of the spec is that drivers should support whichever texture
internal formats they wish to support, and apps should choose between
them (or use the default only if they truly don't care).  Environment
variables aren't very portable, and work around the intent of the spec.
Is there some compelling reason to use them, rather than just having the
driver do what was intended?

Allen


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Re: [Dri-devel] Smoother graphics with 16bpp on radeon

2002-12-02 Thread Allen Akin
On Sun, Dec 01, 2002 at 02:12:08PM -0500, Leif Delgass wrote:
| According to section 4.1.8 of the OpenGL 1.4 spec: Initially, dithering 
| is enabled -- so that should always be the initial default.

Right.

Glean disables dithering in some cases (particularly when object identifiers
are encoded in RGB values), but as long as the driver doesn't silently
re-enable dithering, everything should work correctly.

Allen


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Re: [Dri-devel] nForce and AGPGART

2002-12-02 Thread Cédric S.
I think that I will resell my nforce 415d if I do not find the pilot for the 
agp it is not in the kernel 2.4.20...
 
Le Lundi 2 Décembre 2002 07:38, Forge a écrit :
 While we're praying for nForce AGPGART, can I butt in with my lspci -v
 -xxx and pray for nForce2 AGPGART, as well? I'm pondering a 9700 Pro,
 but the AGPGART/drivers/NVidia documentation problem has me waiting.

 I knew their graphics cards were all proprietary and difficult, I never
 realized their motherboards are, too!!

 - Rich 'Forge' Mingin

 Cédric S. wrote:
 hi,
 
 i have the same proble that Rene Sepulveda :
 ati aiw 32Mo agp
 nidia nforce 415d, ide=ok, usb=ok, sound=ok, AGP=BAD !
 the nvidia's driver agp work only with nforce 420 (nofrce415+igp)
 
 Alexander Stohr wrote:
 
 
 
 
 
 Can you please send the outputs of
 `lspci -v -xxx` to the list?



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[Dri-devel] Issue with Radeon VIVO FreeBSD 4.7-STABLE

2002-12-02 Thread Scott M. Likens








I have been having experiencing some issues with FreeBSD 4.7
and the DRI tree as of lately This occurred awhile back in a change
dated back around October in that month related to the radeon_dri.so



I have a Radeon R100 VIVO, attached is my XFree86.0.log, a
copy of my kernel configuration, and a attachment showing the gdb k of
the kernel.



So if someone could take a peak at this, and help a little



My system specs are,



AMD TBird 1.4Ghz, 512Meg of PC133 SDRAM CAS=2

ATI Radeon VIVO 64meg DDR BIOS Version 001.001.000.053, Part
Number 11370702100, Dated, 2000/07/13 NTSC Bios.

Tyan Trinity KT-A, KT133A Chipset,

Creative SoundBlaster PCI 512, 

Adaptec 2940U2W, 4.5GB Quantum Viking II (UWSCSI3)

Pioneer DVD-ROM (SCSI2) TDK VeloCD 12/10/32x

And a Adaptec DuoConnect Firewire Adapter with USB 2.0



If anyone can please shed a little light, and actually look
into this? Thanks.












dmesg.out
Description: a/octet-stream


crash2
Description: a/octet-stream


LIVID
Description: a/octet-stream


XFree86.0.log
Description: a/octet-stream