Mode manager / Framebuffer management (WAS: Re: [Dri-devel] Memory management of AGP and VRAM)

2004-05-15 Thread David Bronaugh
Mike Mestnik wrote:
Let me start of by saying I think you are on the right track and all of
your ideas look good.
--- David Bronaugh [EMAIL PROTECTED] wrote:
 

Mike Mestnik wrote:
   

This is vary good.
- To accomidate mergedfb the number of FBs should be allowed to be 0.
 

How does mergedfb work internally? I don't know.
   

However we need it to?  I think if we cripple X the current mergedfb will
also have to be crippled.
 

I think this design allows for mergedfb to work however we need it to 
by encapsulating all that (setup) logic within the Extended DRM module.

Do you disagree?
Alternatively to this, maybe the best way to do this would be to specify
a double-width mode (eg 2048x768) and an extra feature parameter of 
MERGEDFB or some such -- that might work. However, I can't claim to 
understand mergedfb (as in, how it's implemented) yet, so this is 
probably a naive solution.

   

I see it more as just a way of pointing a viewport to a framebuffer, like
a screen(FB) swap.  What I see is that a FB gets allocated and then modes
get set, with it's viewport looking into this FB.  This can all be part of
the modesetting code, then the FB and the viewport should be returned. 
That way the FB can be deallocated, after a succsesfull FB change.  There
will be rare cases where the card can't handel both FBs then the FB
allocate code might need to handel this NEEDED deallocate/change inorder
to allocate the new/replacing FB.
 

Hmm, I don't really see any disagreement here. In fact, I think you're 
filling in useful missing details in my understanding.

The framebuffer alloc code will be part of the proposed Extended DRM 
infrastructure -- which I would rather not be part of (beyond what I 
want to do).

Hopefully modes can be set withought FBs this cuts down on the FB
{a,de}lloc code.  However inorder to cutdown on card specific code, it may
be best for all cards the deal with worst-case FB alloc, if this is to be
a feature.
 

All allocation of framebuffers will happen within the kernel. None will 
be requested by the mode manager.

- Sharing of FBs should be allowed, for heads on the same card.
 

Same deal, except instead of a feature of MERGEDFB, the feature 
should be CLONE

   

I don't like the idea of having things so static.  Attaching and
deattaching modes(viewports) from FBs should be done via a full API.  If
this is at all possible?
 


I don't know whether it is or not. I kind of like this kind of 
simplicity, though -- I think it allows for simply adding numbers if 
needed, which would be

- There is no way to ?change?(read as specify) the size of a FB.
 

If you can specify the resolution, you can specify the size of the 
framebuffer. What else did you have in mind?

   

Size of viewport != FB size, thought I think you got that by the end of my
msg.
 

Yeah, I understood that.
- Allocating the second/... FB may be difficult,
 

My comments above and below, as two diffrent cases.
 

Shouldn't be a problem.
 - Have mem free as well as mem total.
 

This helps with multi-tasking, I.E. Two apps sharing the same VT(context).
For multi-headed cards thay will have to share FB resources.
 

- Returning hardware capabilitys(like in a termcap type way), not
 

just
   

mem sizes.  I.E. zbuffer type(how to know it's size).
 

Allocating a FB on some cards may not be a simple as L*H*D.  As I'm not an
expert on hardware I don't know what snags you might hit on, that are not
version but card dependant.
 


 

Hmm... I'd love for you to elaborate here, though I -think-  I know what
you're getting at.
   

I wish I could but I realy don't know, it's just something I think the
desing might need. I used the source and saw into the future.
 

OK; elaborate?
Virtual fb vs Actual FB.  IMHO Actual FB is the monitors mode and not the
allocated size of the FB(Virtual fb).
 

That's the idea.
This is what the mode manager receives:
struct ms_mode {
   __u32 xres;
   __u32 yres;
   __u32 bpp;
   __u32 refresh;
};
   

No FB?  This may be positive.
 

I -did- forget to specify the PCI dev, and the CRTC number (screen 
number, whatever). That should be added to the struct -- maybe something 
like this:

struct ms_mode {
   char * pci_dev;
   __u32 crtc_no;  
__u32 yres;
__u32 bpp;
__u32 refresh;
};

I can't think of any cases where you'd actually -need- to call the video 
BIOS in order to change the framebuffer pointer or offsets (if this were 
true, GL would be a nightmare on those cards).

Please. I need more feedback here, people. SPEAK! Destroy my ideas! 
Nitpick until this proposal looks like swiss chese! The more feedback 
there is, the better it will be.

David Bronaugh
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Re: [Mesa3d-dev] Re: [Linux-fbdev-devel] Redesign of kernel graphics interface

2004-05-15 Thread Ville Syrjälä
On Sat, May 15, 2004 at 09:27:34AM +0200, Holger Waechtler wrote:
 Ville Syrjälä wrote:
 On Fri, May 14, 2004 at 11:40:04AM -0700, Jon Smirl wrote:
 
 Does DirectFB work on anything beside Matrox now?
 
 
 It works on any card with a working fbdev driver (vga16fb excluded). 
 Hardware acceleration is available on quite a few chips these days.
 
 ati128  cyber5k  mach64  neomagic  nvidia  savage  tdfx
 cle266  i810 matrox  nsc   radeon  sis315
 
 Keep in mind that beside the matrox driver almost none of them 
 implements the full accelerated 2D API

cle266 is about the same level as matrox. I could get mach64 into this 
group with some modifications to the memory allocator. I think for some of 
the other drivers the biggest problem is lack of developers.

 and that most are misusing the 3D 
 engine to implement 2D functionality. Alpha blended stretch blits are 
 almost always implemented using the 3D texture engines on PC graphics cards.

I don't consider that mis-use, simply use.

 About one third of these drivers have been written using specs and 
 documentation files that have never been officially released by the 
 hardware vendors, so I'm not really sure whether they are much better 
 from a security point of view than a closed source driver -- what's the 
 point of a open source hardware driver without hardware specs? - you're 
 not really able to review it seriously.

I don't think the specs would help in that regard much. For all you know 
the specs could be all wrong. If you have the code and can see the 
expected results that usually means the code works correctly. And closed 
source kernel drivers could do a lot of other nasty stuff even without 
touching the hardware.

 The specs for the remaining ones usually showed up as soon the hardware 
 was getting outdated. Basically the same situation like the one you see 
 with DRI drivers.

Except now the specs are getting harder to get even for old hardware. The 
vendors seem to be returning to the old ways :(

 I use matrox and mach64 drivers daily. It's been a few years since I 
 seriously used XFree86.
 
 Have you ever thought about the inherent security risks of memory mapped 
 i/o registers when executing non-trusted applications? Imagine what 
 happens if every single application is allowed to program the blitter 
 and texture engines to copy host memory from anywhere in the system to 
 graphics memory and back - a single misbehaving application can damage 
 your entire system.

I am aware of the risks. Currently it's not an issue for me. And if I 
limit myself to running only XDirectFB the risk is equal to running 
accelerated XFree86. Of course I would be glad to make it all secure but 
only without losing any of the nice features.

 And do you really have the time to review every line of code you execute 
 on your system?

Clearly not. There is some stuff you just have to trust (or not care).

 2) mesa supports a broad number of cards, basically everything there is 
 doc for
 
 
 Just about as broad as DirectFB.
 
 be honest.

I am. This is the list of drivers in Mesa cvs:
i810   mga radeon  tdfx 
ffbi830r128  savage  unichrome
gamma  mach64  r200  sis

The list is almost the same as the DirectFB driver list. Granted that some 
of the Mesa drivers use more of the hardware's capabilities, but that's 
only because I don't have the hardware ;)

 I'm not suggesting that everyone start using DirectFB. Everyong should be 
 able to use any API they want. The kernel should provide just enough to 
 allow these APIs to be implemented.
 
 that would be always possible, don't worry.

I do worry a bit because of this OpenGL as the one and only API talk.

 Please keep in mind that we developed DirectFB at Convergence as API to 
 access SettopBox and Game Console functionality in a convenient way, it 
 was never intended and has not been designed for use in 
 security-critical desktop or workstation environments.

I am aware of that and that's why I don't recommend it to everyone. 
Personally I just find it to my liking. Even the code itself makes me 
a happy camper whereas XFree86 code gives me a headache...

-- 
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[EMAIL PROTECTED]
http://www.sci.fi/~syrjala/


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Re: savage texture compression - REALLY CLOSE

2004-05-15 Thread Felix Kühling
Hi Mark,

Your description of the problems sounds like the tiling code does the
right thing. However, in the driver there were originally some constants
for 4bit per pixel texture formats. I thought they were for compressed
texture formats. For example one of the texture formats is named
TFT_S3TC4Bit. There are now some guessed numbers in the tileInfo_*[0]
for 4bit texture formats. They are completely untested as the driver
didn't support any such texture formats so far. Have you tried playing
with these?

Felix

On Fri, 14 May 2004 18:30:24 -0700
Mark Cass [EMAIL PROTECTED] wrote:

 guys,
 
 as i have mentioned before i am working on adding s3tc texture compression support 
 to the savage driver. i have added code to the savage driver based upon the radeon 
 driver (and patches). the code i have added only supports uploading pre-compressed 
 textures. as also previously mentioned, i have tested the code and texture on a 
 different computer that uses nvidia's driver and everything works.
 
 as it stands now, i have the compressed texture showing up but it does not look 
 right. the colors are all messed up. the proportions and layout of the texture are 
 correct.
 
 i set the size of the texture from the compressedSize variable in the texture 
 struct. i set the width and height from the formulas in the radeon driver. width = 
 (ImageWidthUncompressed / 4) x 16. height = ImageHeightUncompressed / 4. the 16 in 
 the width formula is used for DXT3 and DXT5, 8 is used for DXT1. this width and 
 height are used as input to the tile upload code, as well as inputs to the texture 
 registers (width  height in power of 2). 
 
 i have tried using all possible internal formats for s3tc, as enumerated in 
 savage_bci.h, but none make the picture look any better. in fact, most make it look 
 worse so i think i have these right.
 
 i have also tried using a diffeerent bytes per texel which affects how the tiles are 
 uploaded. currently i am using 1 byte per texel.
 
 it seems that the right amount of data is getting uploaded. i have played with the 
 formulas (i.e. width and height just divided by 4 instead of the current 
 disproportional values) and the texture appears distorted in proportion and 
 composition.
 
 does anyone have an idea?
 mark

| Felix Kühling [EMAIL PROTECTED] http://fxk.de.vu |
| PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3  B152 151C 5CC1 D888 E595 |


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Re: savage texture compression - REALLY CLOSE

2004-05-15 Thread Alex Deucher
there is also an s3tc width field in the tiled surface regs (0x48c40,
etc.). you may need to mess with that.

Alex

--- Felix Kühling [EMAIL PROTECTED] wrote:
 Hi Mark,
 
 Your description of the problems sounds like the tiling code does the
 right thing. However, in the driver there were originally some
 constants
 for 4bit per pixel texture formats. I thought they were for
 compressed
 texture formats. For example one of the texture formats is named
 TFT_S3TC4Bit. There are now some guessed numbers in the tileInfo_*[0]
 for 4bit texture formats. They are completely untested as the driver
 didn't support any such texture formats so far. Have you tried
 playing
 with these?
 
 Felix
 
 On Fri, 14 May 2004 18:30:24 -0700
 Mark Cass [EMAIL PROTECTED] wrote:
 
  guys,
  
  as i have mentioned before i am working on adding s3tc texture
 compression support to the savage driver. i have added code to the
 savage driver based upon the radeon driver (and patches). the code i
 have added only supports uploading pre-compressed textures. as also
 previously mentioned, i have tested the code and texture on a
 different computer that uses nvidia's driver and everything works.
  
  as it stands now, i have the compressed texture showing up but it
 does not look right. the colors are all messed up. the proportions
 and layout of the texture are correct.
  
  i set the size of the texture from the compressedSize variable in
 the texture struct. i set the width and height from the formulas in
 the radeon driver. width = (ImageWidthUncompressed / 4) x 16. height
 = ImageHeightUncompressed / 4. the 16 in the width formula is used
 for DXT3 and DXT5, 8 is used for DXT1. this width and height are
 used as input to the tile upload code, as well as inputs to the
 texture registers (width  height in power of 2). 
  
  i have tried using all possible internal formats for s3tc, as
 enumerated in savage_bci.h, but none make the picture look any
 better. in fact, most make it look worse so i think i have these
 right.
  
  i have also tried using a diffeerent bytes per texel which affects
 how the tiles are uploaded. currently i am using 1 byte per texel.
  
  it seems that the right amount of data is getting uploaded. i have
 played with the formulas (i.e. width and height just divided by 4
 instead of the current disproportional values) and the texture
 appears distorted in proportion and composition.
  
  does anyone have an idea?
  mark
 
 | Felix Kühling [EMAIL PROTECTED] http://fxk.de.vu
 |
 | PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3  B152 151C 5CC1 D888 E595
 |





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Re: savage texture compression - REALLY CLOSE

2004-05-15 Thread Mark Cass
Felix,

i think the texture formats you are talking about are the ones enumerated in
savage_bci.h . i tried all of them.

NEWS BULLETIN:
i set the textBytes to 4 and i now have the correct colors. i think this
works because each texel block (4x4 texels) in a DXT3 or DTX5 is compressed
to a four byte value. but now the image looks warped!

mark

- Original Message - 
From: Felix Kühling [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: Mark Cass [EMAIL PROTECTED]
Sent: Saturday, May 15, 2004 5:25 AM
Subject: Re: savage texture compression - REALLY CLOSE


Hi Mark,

Your description of the problems sounds like the tiling code does the
right thing. However, in the driver there were originally some constants
for 4bit per pixel texture formats. I thought they were for compressed
texture formats. For example one of the texture formats is named
TFT_S3TC4Bit. There are now some guessed numbers in the tileInfo_*[0]
for 4bit texture formats. They are completely untested as the driver
didn't support any such texture formats so far. Have you tried playing
with these?

Felix

On Fri, 14 May 2004 18:30:24 -0700
Mark Cass [EMAIL PROTECTED] wrote:

 guys,

 as i have mentioned before i am working on adding s3tc texture compression
support to the savage driver. i have added code to the savage driver based
upon the radeon driver (and patches). the code i have added only supports
uploading pre-compressed textures. as also previously mentioned, i have
tested the code and texture on a different computer that uses nvidia's
driver and everything works.

 as it stands now, i have the compressed texture showing up but it does not
look right. the colors are all messed up. the proportions and layout of the
texture are correct.

 i set the size of the texture from the compressedSize variable in the
texture struct. i set the width and height from the formulas in the radeon
driver. width = (ImageWidthUncompressed / 4) x 16. height =
ImageHeightUncompressed / 4. the 16 in the width formula is used for DXT3
and DXT5, 8 is used for DXT1. this width and height are used as input to
the tile upload code, as well as inputs to the texture registers (width 
height in power of 2).

 i have tried using all possible internal formats for s3tc, as enumerated
in savage_bci.h, but none make the picture look any better. in fact, most
make it look worse so i think i have these right.

 i have also tried using a diffeerent bytes per texel which affects how the
tiles are uploaded. currently i am using 1 byte per texel.

 it seems that the right amount of data is getting uploaded. i have played
with the formulas (i.e. width and height just divided by 4 instead of the
current disproportional values) and the texture appears distorted in
proportion and composition.

 does anyone have an idea?
 mark

| Felix Kühling [EMAIL PROTECTED] http://fxk.de.vu |
| PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3  B152 151C 5CC1 D888 E595 |


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Getting a DRM right from the start

2004-05-15 Thread Felix Kühling
Hi,

I'm using a few spare hours to get started working on the Savage DRM
driver. I'm going to have to rewrite it from scratch. The current sarea
definition is essentially copied from the MGA driver and the only 3
driver-specific ioctls are not (and probably won't be) used by the
current 2D/3D drivers. ;-)

To get started I have to clean up the savage_sarea structure and define
structures for ioctl arguments and such stuff. I looked around in some
existing DRM header files, mostly MGA. At first I was a bit confused
about how things fit together and recent comments about fixing 64-bit
issues and reorganizing DRM header files added to that confusion. I'd
like to get this DRM right from the start. So any advice would be
welcome. Below is my current understanding about how things _should_ be.

=== Header files in the DRM ===

drm.h: driver-independent types and definitions for the 3D driver to
communicate with the DRM.

drmP.h: driver-independent internal types and definitions.

savage_drm.h: any definitions needed by the 3D driver to communicate
with the DRM (sarea, sarea defines, ioctl parameter structures). Someone
recently proposed to use a sanitized copy of this file (and probably
drm.h) in the 3D driver instead of the kernel header file. That would
mean that these definitions have to be kept in sync in 3 places: kernel,
sanitized user-space copy and Xserver (see below). Does that make sense?

savage_drv.h: driver-internal data types like the dev_private structure
and function prototypes, some macros for BCI access.

savage.h: DRM template customization

=== Header files in the Xserver ===

savage_sarea.h: Basically a copy of the sarea defines and sarea
structure in the kernel but with different naming conventions. I vaguely
remember that this was because of XFree86's policy not to use external
header files or something such.

savage_common.h: Ioctl parameter structures with XFree86 naming
conventions. Same rationale as for savage_sarea.h, I guess.

The sarea defines are protected by a macro __SAVAGE_SAREA_DEFINES__.
This looks like it should be possible to include savage_sarea.h and
savage_drm.h in the same source file. I havn't found any example of that
though. Is this an artifact from early DRI/DRM days?

=== 64bit issues ===

Basically any fields in data structures shared between kernel and
user-space must have a fixed size in order to allow 32-bit user space to
work with a 64-bit kernel. Is that correct? Then what are the right
types (u32, __u32, uint32, ...?) that are available in both the kernel
(possibly linux and BSD) and user-space? Or if we're not going to share
header files between kernel tree and 3D drivers, then what types would
be used in the kernel and which types in user-space?

For keeping the DRM portable among OS's, should fixed-size number types
be defined in drm.h/drmP.h?

TIA for any feedback,
  Felix

| Felix Kühling [EMAIL PROTECTED] http://fxk.de.vu |
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Re: savage texture compression - REALLY CLOSE

2004-05-15 Thread Felix Kühling
On Sat, 15 May 2004 13:30:16 -0700
Mark Cass [EMAIL PROTECTED] wrote:

 Felix,
 
 i think the texture formats you are talking about are the ones enumerated in
 savage_bci.h . i tried all of them.

I was talking about the parameters that are used by the tiling functions
for various texture formats. They are defined at the beginning of
savagetex.c, called tileInfo_pro and tileInfo_s3d_s4. The first line
applies to 4bit texture formats (supposedly the compressed ones).

 
 NEWS BULLETIN:
 i set the textBytes to 4 and i now have the correct colors. i think this
 works because each texel block (4x4 texels) in a DXT3 or DTX5 is compressed
 to a four byte value. but now the image looks warped!

4 bytes per 16 texels would make 2bit per texel. Weird, then why are
these formats called xyz4bit?

I'm not sure I understand what you mean with warped. Do you have a
screenshot?

 
 mark

Felix


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R300 3d driver webpage

2004-05-15 Thread Vladimir Dergachev
I have put up a webpage describing my progress in hacking
R300 3d engine at:
 http://volodya-project.sf.net/R300.php
Comments and suggestions are appreciated :) (This includes new items for 
my TODO list).

 best
Vladimir Dergachev
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unresolved symbol pci_get_subsys and pci_dev_put

2004-05-15 Thread Sérgio Monteiro Basto
Jut get CVS updated and now can't insert savage.o

Using /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o
/lib/modules/2.4.26/kernel/drivers/char/drm/savage.o: unresolved symbol pci_get_subsys
/lib/modules/2.4.26/kernel/drivers/char/drm/savage.o: unresolved symbol pci_dev_put

I only find pci_get_subsys, one time in drm/linux/drm_drv.h !

best regards, 
-- 
Sérgio M. B.



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Re: unresolved symbol pci_get_subsys and pci_dev_put

2004-05-15 Thread Jon Smirl
Dave has made some recent changes to DRM that are 2.6 in CVS. He is planning to
back port to 2.4 real soon now. 

--- Sérgio Monteiro Basto [EMAIL PROTECTED] wrote:
 Jut get CVS updated and now can't insert savage.o
 
 Using /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o
 /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o: unresolved symbol
 pci_get_subsys
 /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o: unresolved symbol
 pci_dev_put
 
 I only find pci_get_subsys, one time in drm/linux/drm_drv.h !
 
 best regards, 
 -- 
 Sérgio M. B.
 
 
 
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