Re: [Dri-devel] Bug in compilation?

2003-02-02 Thread John S. Chalice



John S. Chalice 
wrote:  I am attempting to recompile DRI on my newly configured 
Mandrake 9.0 system..  but it cuts out with an error on line 14282 
or so of my log file..  with an error in a gcc line..  
it's the only place it tries to use the Xpm library "-lXpm"  and for 
some reason, it says it can't find it.  Any 
ideas? Could you send the specific compiler output? You don't 
have to send the  whole output from make, just the part that shows the 
error.-

rm -f xf86cfggcc -m32 -o xf86cfg -march=i686 
-O3 -pipe -ansi -Wno-return-type -w -pipe -g 
-L../../../../../exports/lib -L/usr/X11R6/lib 
accessx.ocards.oconfig.ocard-cfg.oexpert.ohelp.ointerface.okeyboard-cfg.olibc_wrapper.o 
loader.o loadmod.o 
monitor-cfg.omouse-cfg.ooptions.oscreen-cfg.oscreen.ostartx.ostubs.otext-mode.ovidmode.oxf86config.o 
-lxkbui -lxkbfile -lxf86config -lXxf86misc  -lXxf86vm -lXaw 
-lXmu -lXt -lSM -lICE -lXext -lX11 -lXt -lSM -lICE  -lXpm 
-L../loader -lxloader -L../dummylib -ldummy -rdynamic -ldl -lXext -lX11 
-lncurses  -lm 
-Wl,-rpath-link,../../../../../exports/lib/usr/bin/ld: cannot find 
-lXpmcollect2: ld returned 1 exit statusmake[6]: *** [xf86cfg] Error 
1make[6]: Target `all' not remade because of errors.

---
There 'tis :)
Thanks for any help. :)

-- John S. Chalice


[Dri-devel] UT2003

2003-02-02 Thread Adam K Kirchhoff

FYI,

With the latest patch to UT2003 (2186), and drivers from the
texmem branch as of this morning (for a Radeon 8500), ut2003 segfaults:

Backtrace:
[ 1]  ./Core.so [0x409f635a]
[ 2]  /lib/libpthread.so.0 [0x40d7275a]
[ 3]  /lib/libc.so.6 [0x40b9f898]
[ 4]  /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e74419]
[ 5]  /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e74966]
[ 6]  /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e7498a]
[ 7]  /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e59521]
[ 8]  /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e70614]
[ 9]  /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e309e8]
[10]  /usr/X11R6/lib/modules/dri/r200_dri.so [0x43e24301]
[11]  /usr/X11R6/lib/modules/dri/r200_dri.so [0x43dbf587]
[12]
/usr/local/games/ut2003/System/OpenGLDrv.so(DrawPrimitive__22FOpenGLRender
Interface14EPrimitiveType+0x348) [0x42f49ac0]
[13]  ./Engine.so(Flush__11FCanvasUtil+0x1dc) [0x4035206c]
[14]  ./Engine.so(_._11FCanvasUtil+0x28) [0x40351dac]
[15]  ./Engine.so(Render__16FPlayerSceneNodeP16FRenderInterface+0x97a)
[0x403434
96]
[16]  ./Engine.so(Draw__11UGameEngineP9UViewportiPUcPi+0x840) [0x4027b304]
[17]
/usr/local/games/ut2003/System/SDLDrv.so(Repaint__12USDLViewporti+0x33) [0
x42f0a93b]
[18]  /usr/local/games/ut2003/System/SDLDrv.so(Tick__10USDLClient+0x85)
[0x42f09
365]
[19]  ./Engine.so(Tick__11UGameEnginef+0x31bd) [0x40282111]
[20]  ./ut2003-bin(SDL_SetVideoMode+0x969) [0x8051b1d]
[21]  ./ut2003-bin(main+0x328c) [0x8058b2c]
[22]  /lib/libc.so.6(__libc_start_main+0xdd) [0x40b8e9f1]
[23]  ./ut2003-bin(ValidateCDKey__Fv+0x4d) [0x80512d1]
Signal: SIGSEGV [segmentation fault]

Prior to this patch, the game would load, levels would load (of course,
they'd render completely wrong), and my machine would lock up eventually.
I'm not sure if I should consider this an improvement :-)

Adam




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[Dri-devel] Problems with RTCW in 16bit resolution

2003-02-02 Thread Michal Bukovjan
Hi,

when playing RTCW in 16bit screen resolution, the color of fog effects 
(panzerfaust smoke, clouds in the sky, fog on the ground) are funny.

This effect is visible even in the main screen.

To be more specific:

- panzerfaust smoke from the panzerfaust tube dropped after shooting is 
sometimes dark magenta, sometimes dark green. Should be white

- clouds in the sky on first level are dark a with funny colors, should 
be white and sky blue.

- fog on the ground in some dungeons incl. the first level is dark, 
should be white

This problems occur with both TCL enabled and disabled.
Using XFree86 4.2.99.4.
When I use 24bit resulution for X server, all seems to be fine and the 
above problems do not occur.
I am using Radeon AIW (QD) with 32MB SDRAM on Linux 2.4.21pre4.


There is also a reproducible lockup in the Rocket base mission - when 
taking the lift to the missile launching room and when you look up, my 
machine locks hard (not even kernel magic keys work). This is easily 
reproducible. The workaround is not to look up on the lift :-) This 
lockup occurs in 16bit, I am not sure about other color depth and does 
not occur anywhere else in the game.

Thanks for otherwise great drivers. I am especially looking forward to 
texmem branch, it should help those having only 32MB on-card memory, 
right? :-)

Michal Bukovjan



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[Dri-devel] !--#rotate Random word of digits with length 1 to 17 884187885552226

2003-02-02 Thread genna3749_qua
mariea,

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Re: [Dri-devel] radeon 8500/64MB 3D stuttering (texture?); mode switching problems in wolfenstein.

2003-02-02 Thread Pawel Salek

On 2003.02.02 04:24 Keith Whitwell wrote:

Steps to Reproduce:
1. Run RTCW with normal quality settings. Try opening a door (the 
tram station, third level, is particularly good test case). The 
computer can hang for a second, and the sound will stutter like on 
damaged CD.

Actual Results:  The computer can hang for a second, and the sound 
will stutter like on damaged CD. Frame rate drops down from 100fps 
to 1. It can be very difficult to aim and shoot in such a situation. 
:-)

This is a regression wrt September 2002.

Pawel,

Can you try using the pre-september kernel module with the current 
driver?  I have a guess that it may be related to changes made in the 
radeon.o module about that time.

I tried v 1.5.0
[drm] Initialized radeon 1.5.0 20020611 on minor 0
as in dri CVS on 2002-08-31
but the delays are still there. Should I try another version?

-pawel


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Re: [Dri-devel] radeon 8500/64MB 3D stuttering (texture?); mode switchingproblems in wolfenstein.

2003-02-02 Thread Keith Whitwell
Pawel Salek wrote:


On 2003.02.02 04:24 Keith Whitwell wrote:


Steps to Reproduce:
1. Run RTCW with normal quality settings. Try opening a door (the 
tram station, third level, is particularly good test case). The 
computer can hang for a second, and the sound will stutter like on 
damaged CD.

Actual Results:  The computer can hang for a second, and the sound 
will stutter like on damaged CD. Frame rate drops down from 100fps to 
1. It can be very difficult to aim and shoot in such a situation. :-)

This is a regression wrt September 2002.


Pawel,

Can you try using the pre-september kernel module with the current 
driver?  I have a guess that it may be related to changes made in the 
radeon.o module about that time.


I tried v 1.5.0
[drm] Initialized radeon 1.5.0 20020611 on minor 0
as in dri CVS on 2002-08-31
but the delays are still there. Should I try another version?


No.  Probably the most helpful thing you can do is binary search to try  find 
the change which introduced your problem.  So try a date half-way between now 
 september, check out that version  see if the problem is there, etc.

Keith






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Re: [Dri-devel] Mach64 / Rage128 texture compression update

2003-02-02 Thread Sergey V. Oudaltsov
 According to the docs, mach64 implements 4:1 VQ de-compression, but
 there's no other info.  Rage 128 also has a VQ texture format bit,
 according to the register header file.  Sega dreamcast used a form of VQ 
 compression also, I think.
Sorry for my ignorance, are these compression methods supported in any
way by DRI now? Which apps would benefit of them?

Regards,

-- 
Sergey



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RE: [Dri-devel] Bug in compilation?

2003-02-02 Thread Alexander Stohr
 /usr/bin/ld: cannot find -lXpm
 collect2: ld returned 1 exit status
 make[6]: *** [xf86cfg] Error 1
 make[6]: Target `all' not remade because of errors.

check for existance of files
  ./lib/libXpm/libXpm.so*
and
  ./exports/lib/libXpm.so*

I assume those were not built or were cleaned up unintentional.
If you will not see a Makefile and have not other clue, then
please start over with a make world from the xc-base directory.

-Alex.



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RE: [Dri-devel] Bug in compilation?

2003-02-02 Thread Michel Dänzer
On Son, 2003-02-02 at 23:38, Alexander Stohr wrote:
  /usr/bin/ld: cannot find -lXpm
  collect2: ld returned 1 exit status
  make[6]: *** [xf86cfg] Error 1
  make[6]: Target `all' not remade because of errors.
 
 check for existance of files
   ./lib/libXpm/libXpm.so*
 and
   ./exports/lib/libXpm.so*
 
 I assume those were not built or were cleaned up unintentional.
 If you will not see a Makefile and have not other clue, then
 please start over with a make world from the xc-base directory.

The DRI tree no longer contains all the X stuff it needs (hasn't for a
long time, actually) to build but instead relies on it to be installed
on the system.


-- 
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] Mach64 / Rage128 texture compression update

2003-02-02 Thread Leif Delgass
On 2 Feb 2003, Sergey V. Oudaltsov wrote:

  According to the docs, mach64 implements 4:1 VQ de-compression, but
  there's no other info.  Rage 128 also has a VQ texture format bit,
  according to the register header file.  Sega dreamcast used a form of VQ 
  compression also, I think.
 Sorry for my ignorance, are these compression methods supported in any
 way by DRI now? Which apps would benefit of them?

No they aren't supported in DRI.  For existing apps, they would probably
only be useful for apps supplying uncompressed textures and requesting
generic compression through ARB_texture_compression. The textures would
have to be compressed in software and then passed to the card to
de-compress as it applies the textures.  There is no GL extension
(vendor-specific or otherwise) that I know of for these formats, so it
would require a new extension spec. and a software implementation of
compression/de-compression as well as the support for hardware
de-compression (that's the easy part).  Since there's no existing
extension, there wouldn't be any existing apps supplying pre-compressed
textures to the GL in this format, and afaik, very few existing apps would
ask for generic compressed formats either.  This limits the utility of
implementing it, as VQ compression is much more time consuming than
S3TC/DXTC compression, as I understand it.  It's better for offline
compression and real-time de-compression (de-compression could be faster 
than with S3TC).

So it would require detailed specs on the compression format as
implemented in the hardware (e.g. block and codebook sizes) to write the
spec. and software support, or some trial and error reverse engineering.  
Quite frankly, it seems like it's probably more trouble than it's worth.  
Does anyone know if these formats were ever supported in ATI's drivers?  
I'm assuming it would have to have been in the DX drivers, since I can't
find any GL extension supporting them.  But I can't find any reference to
DX supporting VQ except for the WinCE DirectX SDK for the Sega Dreamcast.  
I think Microsoft made DX 5 and 6.1 sdks for the dreamcast, and DXTC/S3TC
was introduced in the PC version of DX6.

According to ATI's site, later Rage 128 chips (Rage Fury Pro, Rage
Mobility) support DX6 texture compression, which I assume means S3TC, but
I don't see any relevant register defines in the headers and I don't have
specs for Rage 128.

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






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