Re: R200 depth tiling questions.

2005-01-29 Thread Jacek Rosik
Hi,

Dnia 28-01-2005, pi o godzinie 16:27 +0100, Roland Scheidegger
napisa(a): 
 Jacek Rosik wrote:
  Hi,
  
  I have some questions about r200 depth tiling. Generally I'm also 
  interested in r100 tiling too, but currently i work on r200.
  
  First of all in functions r200_mba_z16|32 from r200_span.c frontPitch
   offset is used. Is it intentional or just because depthOffset is 
  also the same? Maybe it should be depthOffset?
 Yes, I think depthPitch (you surely meant that, yes?) instead of
 frontPitch might be a good idea. I don't think there's a good reason to
 use frontPitch there, even though currently they are always the same.

Yes, I meant depthPitch. They are the same but only for resolutions
where width is multiple of 32. Depth pitch is rounded to be multiple of
32. Hmm... I think that is wrong since tile size seems to depend on fb
depth and probably tiles on r100 also have different sizes. So this is
correct only for r200 with 32bpp fb depth.

  Depth tiles on r200 are 32x16 or 64x16, depending on FB depth, right?
  
  
 Well, the span functions would indicate that. It doesn't quite match the
 experiences made when implementing hyperz, however (where the same
 number of tiles needed to be cleared regardless of 16 or 32bit z depth,
 and tile size more seemed to correspond to 4x4 microtiles and 8x2
 macrotiles, thus a tile size of 32x8). I never really fully understood
 that however, something just doesn't fit. See th drm clear code for details.

Thanks, I'll take a look at it.

  I don't quite follow third line before last? Can someone enlighten 
  me?
 You mean the pitch  0x20 stuff? Yeah, looks strange.
 Looking at it, it seems like it ensures that each block line starts 
 with alternating 2KB addresses (i.e. that 11th-bit). So y 0-15 will have 
 set that (for x 0-31) to 0, y 16-31 to 1 and so on.
 Seems to me like it might be related to how the ram is organized (e.g. 
 something like ensuring it's on a different memory channel or different 
 bank or whatnot).
Yeah, I thought something similar.

 This is, btw, quite similarly strange to what Stephane needed on his 
 rv100 to get the correct pixel address for color tiling, this one also 
 tinkered with that 11th bit (see RadeonDoAdjustFrame).
 
  Generally if one could explain tiling a bit for me I would be 
  grateful. What I'm trying to do is to is to modify depthOffset to be
   as close to top-left corner of viewport as possible and modify. I 
  this possible with shared depth buffer. This means that each 3D 
  window would have different depthOffset but pointing to the same 
  shared buffer.
 I'm not sure if it's possible to do that with depthOffset (well maybe). 
 There is however an interesting bit in RB3D_CNTL 
 (R200_DEPTH_XZ_OFFEST_ENABLE, I guess XZ is a typo, just as is 
 OFFEST?) and the corresponding (?) register 
 (R200_RB3D_DEPTHXY_OFFSET), which sound to me like they are exactly 
 invented for that...

So this would mean that depth buffer can start at different x,y than
color buffer? Can someone with the docs confirm that.

Anyway I think I will experiment with it a little more and see what I'll
get. Unfortunately I'll be quite busy in next weeks, but I hope I'll get
back to it soon.

BTW: I have working solution for color but I wonder if this will work
with color tiling. Of course offset Would have to be aligned to the
closest tile. Can You take a look at it? (It's missing some bits but
generaly apps which don't use depth should work Unfortunately I don't
think there are many ;). Attached is a patch. Any comments are welcome.

Best,
-- 
Jacek Rosik [EMAIL PROTECTED]
Index: src/mesa/drivers/dri/r200/r200_state_init.c
===
--- src/mesa/drivers/dri/r200/r200_state_init.c	(.../vendor/mesa/mesa-20050101)	(wersja 22)
+++ src/mesa/drivers/dri/r200/r200_state_init.c	(.../branches/radeon-viewport-1.0/mesa)	(wersja 22)
@@ -492,6 +492,10 @@
else
   rmesa-hw.ctx.cmd[CTX_RB3D_CNTL] |= rmesa-state.color.roundEnable;
 
+   /* Note that offset will get recalculated later on, when context
+* will be bound to a window. It will point to the top left corner
+* of window's viewport.
+*/
rmesa-hw.ctx.cmd[CTX_RB3D_COLOROFFSET] = ((rmesa-state.color.drawOffset +
 	   rmesa-r200Screen-fbLocation)
 	   R200_COLOROFFSET_MASK);
Index: src/mesa/drivers/dri/r200/r200_ioctl.c
===
--- src/mesa/drivers/dri/r200/r200_ioctl.c	(.../vendor/mesa/mesa-20050101)	(wersja 22)
+++ src/mesa/drivers/dri/r200/r200_ioctl.c	(.../branches/radeon-viewport-1.0/mesa)	(wersja 22)
@@ -138,10 +138,10 @@
 
if (rmesa-state.scissor.enabled) {
   cmd.nbox = rmesa-state.scissor.numClipRects;
-  cmd.boxes = (drm_clip_rect_t *)rmesa-state.scissor.pClipRects;
+  cmd.boxes = (drm_clip_rect_t *)rmesa-state.scissor.pClipRects3D;
} else {
   cmd.nbox = rmesa-numClipRects;
-  cmd.boxes = 

Re: ARB_vertex_program and r200...

2005-01-29 Thread Philip Armstrong
On Sat, Jan 29, 2005 at 01:47:22AM +, Dave Airlie wrote:
 
 I've noticed fglrx advertises this for the r200, and doom 3 wants it...
 
 So after I manage to beat fragment_shader into shape, going to have a look
 at how to get ARB_vp working.. r300 guys you have something going on this
 already?

Well, last Friday, Vladimir said:

  * BIG TODO: write pixel and vertex shader generator code.
This code would need to create vertex and pixel shaders based on
the current state of GL context.

There's headers for the pixel and vertex shaders in the r300_demo CVS,
but they don't seem to be referenced by r300_demo.

Vladimir?

Phil

-- 
http://www.kantaka.co.uk/ .oOo. public key: http://www.kantaka.co.uk/gpg.txt


---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: R200 depth tiling questions.

2005-01-29 Thread Roland Scheidegger
Jacek Rosik wrote:
Yes, I meant depthPitch. They are the same but only for resolutions 
where width is multiple of 32.
That's always the case (mode validation pitchInc was
64*pScrn-bitsPerPixel without color tiling), so you don't really need
to round up to 32 for depth pitch.
Depth pitch is rounded to be multiple of 32. Hmm... I think that is
wrong since tile size seems to depend on fb depth and probably tiles
on r100 also have different sizes. So this is correct only for r200
with 32bpp fb depth.
You could be correct. Well you can try that with a resolution of 800x600
(and without color tiling), that should then give you wrong depth 
results. It might be possible though the chip actually handles depth 
buffers with not completely aligned pitches?

  So this would mean that depth buffer can start at different x,y than
color buffer? Can someone with the docs confirm that.
That's what I thought, just judging by the register bit...
BTW: I have working solution for color but I wonder if this will work
 with color tiling. Of course offset Would have to be aligned to the 
closest tile. Can You take a look at it? (It's missing some bits but 
generaly apps which don't use depth should work Unfortunately I don't
 think there are many ;). Attached is a patch. Any comments are
welcome.
Unfortunately I can't really try that with my single monitor ;-).
Roland
---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: R200 depth tiling questions.

2005-01-29 Thread Jacek Rosik
Hi,

Dnia 29-01-2005, sob o godzinie 11:19 +0100, Roland Scheidegger
napisa(a):
 Jacek Rosik wrote:
 
  BTW: I have working solution for color but I wonder if this will work
   with color tiling. Of course offset Would have to be aligned to the 
  closest tile. Can You take a look at it? (It's missing some bits but 
  generaly apps which don't use depth should work Unfortunately I don't
   think there are many ;). Attached is a patch. Any comments are
  welcome.
 Unfortunately I can't really try that with my single monitor ;-).

I also have single monitor at home. Just set virtual width to be greater
than 2048 and move window far to the left. This is basically just like
MergedFB works. I use 4000x2000 virtual resolution.

Best,
-- 
Jacek Rosik [EMAIL PROTECTED]



---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Question about grabbing X Window screen

2005-01-29 Thread Martin Bouzek
Hello,

I am complete newbie to this mailing list and to programming of modern
graphic HW, but have the following problem: I want to grab complete X
window screen (eg. root window) reasonably fast. When I use standard way
by XGetImage, I am able to grab about 1.5 screen (1280x1024x32) per
second having CPU usage 100%. (Athlon XP 1.8 GHz, ATI Radeon QD (AGP),
X.Org 6.8.1, on P4 1.7GHz, integrated SiS graphic chip it was about 2.5
grabs per sec.). It is too slow, so I mmap-ed /dev/mem and memcpy linear
framebuffer. To my surprise a got only slightly better results. I am
using kernel 2.6.9, on ATI DRI was enabled, on SiS it was not.

I suppose such simple operation can be done pretty fast, but don't know
how. Could somebody with better understanding of graphic HW and Linux,
point me where to look to learn more about it? Or even better, give me
some idea how to do it simply and fast? Is the DRI right place to look
at? I was googling about it for a while but didn't got much. Some
documentation is at http://dri.freedesktop.org/wiki/Documentation but
nothing like detailed description or even tutorial.

What I actualy need is not high rate of grabbing - 4 times per second
would be ok, if the CPU usage remains low. The program has not to be
portable between various graphic cards. It would be nice if it is just a
normal user-space program, not a kernel or X Server module.

Just last question - would the more up to date graphic card make a big
difference in speed of naive XGetImage/memcpy approach?

TIA

Martin




---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: ARB_vertex_program and r200...

2005-01-29 Thread Nicolai Haehnle
On Saturday 29 January 2005 02:47, Dave Airlie wrote:
 
 I've noticed fglrx advertises this for the r200, and doom 3 wants it...
 
 So after I manage to beat fragment_shader into shape, going to have a look
 at how to get ARB_vp working.. r300 guys you have something going on this
 already?

I don't have an R200, but the R200 registers related to vertex processing 
are *completely* different from those on the R300. Now maybe the R200 has 
both a dedicated fixed function pipeline *and* a programmable processor, 
but unless that is the case, I assume fglrx on R200 tries to map ARB_vp 
onto fixed function when it can, and falls back to software otherwise.

Somebody with R200 hardware would have to test fglrx with the glxtest 
dumping tool to find out for sure.

cu,
Nicolai


pgpRb0dLUiFNO.pgp
Description: PGP signature


Re: ARB_vertex_program and r200...

2005-01-29 Thread Dave Airlie

 are *completely* different from those on the R300. Now maybe the R200 has
 both a dedicated fixed function pipeline *and* a programmable processor,
 but unless that is the case, I assume fglrx on R200 tries to map ARB_vp
 onto fixed function when it can, and falls back to software otherwise.


actually not sure myself which it might be... I'll switch over to fglrx
tomorrow and run some tests...

Dave.

-- 
David Airlie, Software Engineer
http://www.skynet.ie/~airlied / airlied at skynet.ie
pam_smb / Linux DECstation / Linux VAX / ILUG person



---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


DRM build problems?

2005-01-29 Thread Adam K Kirchhoff
This morning the radeon DRM won't build for me:
 CC [M]  /usr/home/adamk/saved/source/drm/linux-core/ati_pcigart.o
 CC [M]  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.o
/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error: 
`radeon_postinit' undeclared here (not in a function)
/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error: 
initializer element is not constant
/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error: 
(near initialization for `driver.postinit')
/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:106: error: 
initializer element is not constant
/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:106: error: 
(near initialization for `driver.fops')
/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:112: error: 
initializer element is not constant
/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:112: error: 
(near initialization for `driver.pci_driver')
make[2]: *** [/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.o] 
Error 1
make[1]: *** [_module_/usr/home/adamk/saved/source/drm/linux-core] Error 2
make[1]: Leaving directory `/usr/src/linux-2.6.10'
make: *** [modules] Error 2



---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Question about grabbing X Window screen

2005-01-29 Thread Owen Taylor
On Sat, 2005-01-29 at 11:57 +0100, Martin Bouzek wrote:
 Hello,
 
 I am complete newbie to this mailing list and to programming of modern
 graphic HW, but have the following problem: I want to grab complete X
 window screen (eg. root window) reasonably fast. When I use standard way
 by XGetImage, I am able to grab about 1.5 screen (1280x1024x32) per
 second having CPU usage 100%. (Athlon XP 1.8 GHz, ATI Radeon QD (AGP),
 X.Org 6.8.1, on P4 1.7GHz, integrated SiS graphic chip it was about 2.5
 grabs per sec.). It is too slow, so I mmap-ed /dev/mem and memcpy linear
 framebuffer. To my surprise a got only slightly better results. I am
 using kernel 2.6.9, on ATI DRI was enabled, on SiS it was not.

DRI is not involved in this, so really off-topic for this list. (In the
future, using DRI as the basis for 2D acceleration might happen.
Currently it's only used for 3D graphics.) This would really be better
on the [EMAIL PROTECTED] mailing list. I'll answer quickly anyways.

10 megabytes/sec is really not that unreasonable for read speads over
PCI (AGP isn't used for reading by the CPU from the frame buffer).
Your /dev/mem tests probably indicate pretty much the maximimal possible
rate for this technique. (You could try writing a manual memcpy loop
using 32-bit quantities or, using MMX, 64-bit quantities. My experience
is that doesn't really help, but your milage may vary.)

The only real way to do better is to program the card to DMA the data
to the CPU. I believe the proprietary nvidia driver does that. I'm not
aware of any open-source driver that accelerates GetImage that way.

One thing you might want to try is running the 'vesa' driver with
the ShadowFB option enabled. All drawing will then be in software
and the framebuffer will be in system memory. While drawing will
be a bit slower, grabbing the screen image via GetImage
will be much faster.

If you can get around the video card = cpu bottleneck, you'd probably
get better throughput for Xserver = app by using a shared memory pixmap
and doing a CopyArea to it.

Regards,
Owen



signature.asc
Description: This is a digitally signed message part


Mesa linux-dri fails to build

2005-01-29 Thread Hamie
This mornings cvs snapshot of Mesa using linux-dri config fails to 
build. A missing drm.h file... It builds fine using linux-x86, but I 
want it for the r300 stuff, so assuming I acytually need the linux-dri 
build...

is there a date tag I can use that will build?
TIA
Hamish Marson
---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: Mesa linux-dri fails to build

2005-01-29 Thread Adam Jackson
On Saturday 29 January 2005 17:21, Hamie wrote:
 This mornings cvs snapshot of Mesa using linux-dri config fails to
 build. A missing drm.h file... It builds fine using linux-x86, but I
 want it for the r300 stuff, so assuming I acytually need the linux-dri
 build...

 is there a date tag I can use that will build?

You also need to check out drm CVS:

cvs -d :pserver:[EMAIL PROTECTED]:/cvs/dri co drm

Do this from the directory above your Mesa dir, so that the Mesa and drm 
directories are in the same directory.

- ajax


pgpD1lTlShL0E.pgp
Description: PGP signature


Re: Mesa linux-dri fails to build

2005-01-29 Thread Hamie
Adam Jackson wrote:
On Saturday 29 January 2005 17:21, Hamie wrote:
 

This mornings cvs snapshot of Mesa using linux-dri config fails to
build. A missing drm.h file... It builds fine using linux-x86, but I
want it for the r300 stuff, so assuming I acytually need the linux-dri
build...
is there a date tag I can use that will build?
   

You also need to check out drm CVS:
cvs -d :pserver:[EMAIL PROTECTED]:/cvs/dri co drm
Do this from the directory above your Mesa dir, so that the Mesa and drm 
directories are in the same directory.

- ajax
 

Ah bugger. Thanks. I knew it was something simple. I had a drm cvs, but 
it wasn't there...

H

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: [r300] 3D lockups on R420

2005-01-29 Thread Vladimir Dergachev

On Fri, 28 Jan 2005, Rune Petersen wrote:
Vladimir Dergachev wrote:

On Thu, 27 Jan 2005, Rune Petersen wrote:
Hi,
I get lockups running anything other than glxgears.
I am running the 25 jan. snapshots of Xorg  r300_driver.
Are there any simple way to locate the functions that course lockups?
I was thinking of something like simple programs or tutorials.

Try NeHe tutorial - nehe.gamedev.net
In particular, it would be interesting to find out whether you can run any 
programs that use textures.
for now I have tried lessons up to lesson 20.
only 2 give me problems
Lesson 16 causes a segfault. Can you make the driver recover the original 
resolution after a segfault?
Lesson 20 causes a hard lockup.

Can you confirm if these Lessons work on R300?
Hi Rune,
I see the same problems on R300. I guess the segfault is possibly due 
to trying to access framebuffer directly (as using fog triggers a 
fallback). As for lesson20 I have no idea - try commenting out drawing 
code and checking which part creates a lockup.

Btw, I am getting a partial lockup with lesson20 even without 
r300_dri.so (when it is absent the driver falls back to software 
rendering), so it might be due to mode switching.

 best
Vladimir Dergachev

Rune Petersen

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: R200 depth tiling questions.

2005-01-29 Thread Stephane Marchesin
Jacek Rosik wrote:
Hi
Dnia 29-01-2005, sob o godzinie 02:29 +0100, Stephane Marchesin
napisa(a):
Roland Scheidegger wrote:
I don't quite follow third line before last? Can someone enlighten me?
You mean the pitch  0x20 stuff? Yeah, looks strange.
Looking at it, it seems like it ensures that each block line starts 
with alternating 2KB addresses (i.e. that 11th-bit). So y 0-15 will 
have set that (for x 0-31) to 0, y 16-31 to 1 and so on.
Seems to me like it might be related to how the ram is organized (e.g. 
something like ensuring it's on a different memory channel or 
different bank or whatnot).
This is, btw, quite similarly strange to what Stephane needed on his 
rv100 to get the correct pixel address for color tiling, this one also 
tinkered with that 11th bit (see RadeonDoAdjustFrame).

Also, since Jacek is interested in depth tiling, I have to mention that 
on my rv100, the depth buffer is not tiled until you use hyperz.
Then when hyperz is used, the depth buffer becomes tiled. The depth 
tiling function is currently unknown (I still have to RE it) but it 
doesn't seem to work if I use the r100 or r200 depth tiling functions as 
defined in {radeon,r200}_span.c.

Would 7000 PCI be a rv100? I think I have one somewhere. Without depth
tiling my Idea should be simpler to implement.
Yes. But, I'd like to have hyperz enabled by default soon, so you'll 
probably have to deal with depth tiling on this card too.
Anyway it might be useful for some testing.


Generally if one could explain tiling a bit for me I would be 
grateful. What I'm trying to do is to is to modify depthOffset to be
as close to top-left corner of viewport as possible and modify. I 
this possible with shared depth buffer. This means that each 3D 
window would have different depthOffset but pointing to the same 
shared buffer.

I'm not sure if it's possible to do that with depthOffset (well 
maybe). There is however an interesting bit in RB3D_CNTL 
(R200_DEPTH_XZ_OFFEST_ENABLE, I guess XZ is a typo, just as is 
OFFEST?) and the corresponding (?) register 
(R200_RB3D_DEPTHXY_OFFSET), which sound to me like they are exactly 
invented for that...

Yes, AFAICT the same thing (private z buffers) should work on r100.
Now I think the real trouble with private z buffers is how these will 
interfere with hyperz...

Huh I thought that hyperz would be simpler with private z buffers. What
about private z buffers and private back buffers. Since most
applications render only to back that would make them as fullscreen
applications. Wouldn't It be simpler to implement hyperz and color
tiling then?
The trouble with hyperz is we're not quite sure how it works for the 
corner cases (for example I'm not sure if it's possible to have private 
depth buffers + hyperz).
Not to mention that private depth or back buffers are a real pain to add 
since you'd need a fb memory allocator.

Btw, you don't want a private back buffer because this would disable 
pageflip (which is way faster than the copy).

Stephane


---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: [r300] 3D lockups on R420

2005-01-29 Thread Rune Petersen
Vladimir Dergachev wrote:

Hi,
I get lockups running anything other than glxgears.
I am running the 25 jan. snapshots of Xorg  r300_driver.
Are there any simple way to locate the functions that course lockups?
I was thinking of something like simple programs or tutorials.

Try NeHe tutorial - nehe.gamedev.net
In particular, it would be interesting to find out whether you can 
run any programs that use textures.

for now I have tried lessons up to lesson 20.
only 2 give me problems
Lesson 16 causes a segfault. Can you make the driver recover the 
original resolution after a segfault?
Lesson 20 causes a hard lockup.

Can you confirm if these Lessons work on R300?

Hi Rune,
I see the same problems on R300. I guess the segfault is possibly 
due to trying to access framebuffer directly (as using fog triggers a 
fallback). As for lesson20 I have no idea - try commenting out drawing 
code and checking which part creates a lockup.

Btw, I am getting a partial lockup with lesson20 even without 
r300_dri.so (when it is absent the driver falls back to software 
rendering), so it might be due to mode switching.

Lesson 20 have 3 points that causes lockups (maybe more).
They are all related.
the first is at line 258-259:
glBindTexture(GL_TEXTURE_2D, texture[3]);
glBegin(GL_QUADS);

glBegin() is causing the lockup, but only when textures 1, 2, or 3.
if you change it to texture 4:
glBindTexture(GL_TEXTURE_2D, texture[4]);
glBegin(GL_QUADS);
The lesson will now run (until you press space).
To me it sounds rather strange that a texture causes the lockup.
Rune Petersen
---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


RE: DRI and Composite

2005-01-29 Thread Michel Dänzer
On Fri, 2005-01-28 at 12:50 +0100, Amir Bukhari wrote: 
 Indeed, it's our driver that disables the DRI if Composite is enabled,
  not the DRI in general. I expect that to stay the same until the two are
  properly integrated with each other (but it's not my decision to make).
  
 If some could point us to the code in the driver which disable DRI when
 composite is enable we could experiment with it and build for our users
 binaries for use with lg3d!

fglrx is ATI proprietary...


-- 
Earthling Michel Dnzer  | Debian (powerpc), X and DRI developer
Libre software enthusiast|   http://svcs.affero.net/rm.php?r=daenzer


---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


r300 on Thinkpad r50p

2005-01-29 Thread Hamie
It's working...
Mostly... I get pretty good rates on glxgears... But get a funny error 
about not enought verticies...

[EMAIL PROTECTED]:~$ glxgears
r300NewProgram, target=34336, id=0
vertex prog
r300NewProgram, target=34820, id=0
fragment prog
r300NewProgram, target=35104, id=0
ati fragment prog
Using 8 maximum texture units..
r300_render.c:r300_get_primitive_type Not enough vertices to draw 
primitive 08 - help me !
8143 frames in 5.0 seconds = 1628.600 FPS
8310 frames in 5.0 seconds = 1662.000 FPS
8241 frames in 5.0 seconds = 1648.200 FPS
8326 frames in 5.0 seconds = 1665.200 FPS
8304 frames in 5.0 seconds = 1660.800 FPS
8317 frames in 5.0 seconds = 1663.400 FPS

Not sure if anyone else gets it... I have to take a look  see if I 
undertsand why I get it.

Hamish.

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: DRM build problems?

2005-01-29 Thread Alex Deucher
On Sat, 29 Jan 2005 09:30:33 -0500, Adam K Kirchhoff [EMAIL PROTECTED] wrote:
 
 This morning the radeon DRM won't build for me:
 
   CC [M]  /usr/home/adamk/saved/source/drm/linux-core/ati_pcigart.o
   CC [M]  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.o
 /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error:
 `radeon_postinit' undeclared here (not in a function)
 /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error:
 initializer element is not constant
 /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error:
 (near initialization for `driver.postinit')
 /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:106: error:
 initializer element is not constant
 /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:106: error:
 (near initialization for `driver.fops')
 /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:112: error:
 initializer element is not constant
 /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:112: error:
 (near initialization for `driver.pci_driver')
 make[2]: *** [/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.o]
 Error 1
 make[1]: *** [_module_/usr/home/adamk/saved/source/drm/linux-core] Error 2
 make[1]: Leaving directory `/usr/src/linux-2.6.10'
 make: *** [modules] Error 2
 

yeah I'm getting the same error.  I haven't had time to investigate further.

Alex


---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: DRM build problems?

2005-01-29 Thread Alex Deucher
On Sat, 29 Jan 2005 16:58:37 -0500, Alex Deucher [EMAIL PROTECTED] wrote:
 On Sat, 29 Jan 2005 09:30:33 -0500, Adam K Kirchhoff [EMAIL PROTECTED] 
 wrote:
 
  This morning the radeon DRM won't build for me:
 
CC [M]  /usr/home/adamk/saved/source/drm/linux-core/ati_pcigart.o
CC [M]  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.o
  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error:
  `radeon_postinit' undeclared here (not in a function)
  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error:
  initializer element is not constant
  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:80: error:
  (near initialization for `driver.postinit')
  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:106: error:
  initializer element is not constant
  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:106: error:
  (near initialization for `driver.fops')
  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:112: error:
  initializer element is not constant
  /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:112: error:
  (near initialization for `driver.pci_driver')
  make[2]: *** [/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.o]
  Error 1
  make[1]: *** [_module_/usr/home/adamk/saved/source/drm/linux-core] Error 2
  make[1]: Leaving directory `/usr/src/linux-2.6.10'
  make: *** [modules] Error 2
 
 
 yeah I'm getting the same error.  I haven't had time to investigate further.
 
 Alex
 

change:
.postinit = radeon_postinit,
to:
.postinit = postinit,

And all builds fine.

Alex


---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: [r300] 3D lockups on R420

2005-01-29 Thread Vladimir Dergachev
fallback). As for lesson20 I have no idea - try commenting out drawing code 
and checking which part creates a lockup.

Btw, I am getting a partial lockup with lesson20 even without 
r300_dri.so (when it is absent the driver falls back to software 
rendering), so it might be due to mode switching.

Lesson 20 have 3 points that causes lockups (maybe more).
They are all related.
the first is at line 258-259:
   glBindTexture(GL_TEXTURE_2D, texture[3]);
   glBegin(GL_QUADS);
glBegin() is causing the lockup, but only when textures 1, 2, or 3.
if you change it to texture 4:
   glBindTexture(GL_TEXTURE_2D, texture[4]);
   glBegin(GL_QUADS);
The lesson will now run (until you press space).
To me it sounds rather strange that a texture causes the lockup.
This is indeed strange.. Is texture[4] used anywhere before ? Does the 
same happen with latest CVS ?

   thank you !
Vladimir Dergachev
Rune Petersen

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: r300 on Thinkpad r50p

2005-01-29 Thread Vladimir Dergachev

On Sun, 30 Jan 2005, Hamie wrote:
It's working...
Mostly... I get pretty good rates on glxgears... But get a funny error about 
not enought verticies...

[EMAIL PROTECTED]:~$ glxgears
r300NewProgram, target=34336, id=0
vertex prog
r300NewProgram, target=34820, id=0
fragment prog
r300NewProgram, target=35104, id=0
ati fragment prog
Using 8 maximum texture units..
r300_render.c:r300_get_primitive_type Not enough vertices to draw primitive 
08 - help me !
8143 frames in 5.0 seconds = 1628.600 FPS
8310 frames in 5.0 seconds = 1662.000 FPS
8241 frames in 5.0 seconds = 1648.200 FPS
8326 frames in 5.0 seconds = 1665.200 FPS
8304 frames in 5.0 seconds = 1660.800 FPS
8317 frames in 5.0 seconds = 1663.400 FPS

Not sure if anyone else gets it... I have to take a look  see if I 
undertsand why I get it.
Looks like everyone gets it - glxgears has begin/end pair with only two 
vertices for a triangle primitive - maybe a bug..

   best
  Vladimir Dergachev

Hamish.

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: r300 on Thinkpad r50p

2005-01-29 Thread Felix Kühling
Am Samstag, den 29.01.2005, 17:25 -0500 schrieb Vladimir Dergachev:
 
 On Sun, 30 Jan 2005, Hamie wrote:
 
 
  It's working...
 
  Mostly... I get pretty good rates on glxgears... But get a funny error 
  about 
  not enought verticies...
 
  [EMAIL PROTECTED]:~$ glxgears
  r300NewProgram, target=34336, id=0
  vertex prog
  r300NewProgram, target=34820, id=0
  fragment prog
  r300NewProgram, target=35104, id=0
  ati fragment prog
  Using 8 maximum texture units..
  r300_render.c:r300_get_primitive_type Not enough vertices to draw primitive 
  08 - help me !
  8143 frames in 5.0 seconds = 1628.600 FPS
  8310 frames in 5.0 seconds = 1662.000 FPS
  8241 frames in 5.0 seconds = 1648.200 FPS
  8326 frames in 5.0 seconds = 1665.200 FPS
  8304 frames in 5.0 seconds = 1660.800 FPS
  8317 frames in 5.0 seconds = 1663.400 FPS
 
 
  Not sure if anyone else gets it... I have to take a look  see if I 
  undertsand why I get it.
 
 Looks like everyone gets it - glxgears has begin/end pair with only two 
 vertices for a triangle primitive - maybe a bug..

I saw something like this too, when I implemented and debugged the
savage fast path. I don't think it's glxgear's fault. More likely a
problem further up in the mesa pipeline. (or are you bypassing the
pipeline in the r300 driver?) The t_dd_dmatmp.h template ignores extra
vertices that don't add up to a whole primitive. I guess you could do
the same.

 
 best
 
Vladimir Dergachev

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



---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: DRM build problems?

2005-01-29 Thread Dave Airlie
 initializer element is not constant
 /usr/home/adamk/saved/source/drm/linux-core/radeon_drv.c:112: error: (near
 initialization for `driver.pci_driver')
 make[2]: *** [/usr/home/adamk/saved/source/drm/linux-core/radeon_drv.o] Error
 1
 make[1]: *** [_module_/usr/home/adamk/saved/source/drm/linux-core] Error 2
 make[1]: Leaving directory `/usr/src/linux-2.6.10'
 make: *** [modules] Error 2

sorry about that, half a checkin ...

Dave.

-- 
David Airlie, Software Engineer
http://www.skynet.ie/~airlied / airlied at skynet.ie
pam_smb / Linux DECstation / Linux VAX / ILUG person



---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: [r300] 3D lockups on R420

2005-01-29 Thread Rune Petersen
Vladimir Dergachev wrote:
 Lesson 20 have 3 points that causes lockups (maybe more).
 They are all related.

 the first is at line 258-259:
glBindTexture(GL_TEXTURE_2D, texture[3]);
glBegin(GL_QUADS);
 glBegin() is causing the lockup, but only when textures 1, 2, or 3.
 if you change it to texture 4:
glBindTexture(GL_TEXTURE_2D, texture[4]);
glBegin(GL_QUADS);

 The lesson will now run (until you press space).
 To me it sounds rather strange that a texture causes the lockup.


 This is indeed strange.. Is texture[4] used anywhere before ? Does the
 same happen with latest CVS ?
There are 5 textures 0 to 4 (including 2 masks ) texture 0 and 4 appear 
stable 1-3 appear unstable.

With the latest CVS I once managed to run the lesson for 3 sec. before 
it locked up . All other times I got a lockup before it showed the first 
frame.

Rune Petersen

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


[Bug 2418] New: Lockup using linux-core on radeon

2005-01-29 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to 
   
the URL shown below and enter yourcomments there. 
   
https://bugs.freedesktop.org/show_bug.cgi?id=2418  
 
   Summary: Lockup using linux-core on radeon
   Product: DRI
   Version: DRI CVS
  Platform: PC
OS/Version: Linux
Status: NEW
  Severity: normal
  Priority: P2
 Component: DRM modules
AssignedTo: dri-devel@lists.sourceforge.net
ReportedBy: [EMAIL PROTECTED]


I use vanilla 2.6.10 (from kernel.org) and drm cvs of 30/01/2005 (so it includes
the recent drm fixes) on a radeon 7000.
When I modprobe radeon.ko from linux-core, the machine locks up (I can still
ping it, but I can't ssh in the box so it looks like it's stuck somewhere in
kernel). However, it works fine if I use the linux-2.6 (non core) version.

When this happens, I don't find anything in /var/log/messages after a reboot.   
   
 
 
--   
Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email 
 
--- You are receiving this mail because: ---
You are the assignee for the bug, or are watching the assignee.


---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


[Bug 2419] New: Solo crashes on ia64 on startup

2005-01-29 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to 
   
the URL shown below and enter yourcomments there. 
   
https://bugs.freedesktop.org/show_bug.cgi?id=2419  
 
   Summary: Solo crashes on ia64 on startup
   Product: DRI
   Version: DRI CVS
  Platform: PC
OS/Version: Linux
Status: NEW
  Severity: normal
  Priority: P2
 Component: General
AssignedTo: dri-devel@lists.sourceforge.net
ReportedBy: [EMAIL PROTECTED]


When I use solo on ia64, it sometimes causes an MCA upon startup. That's because
a memset is done on the framebuffer memory during init.

Please refer to this message from Jesse Barnes to know why this is bad :
http://sourceforge.net/mailarchive/forum.php?thread_id=6354420forum_id=7177

Here is a patch that fixes this by changing the memset into a for() loop doing
memory access one byte at a time :
http://icps.u-strasbg.fr/~marchesin/dri/ia64_solo_memset.patch  
 
 
--   
Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email 
 
--- You are receiving this mail because: ---
You are the assignee for the bug, or are watching the assignee.


---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: r300 on Thinkpad r50p

2005-01-29 Thread Vladimir Dergachev

Not sure if anyone else gets it... I have to take a look  see if I
undertsand why I get it.
Looks like everyone gets it - glxgears has begin/end pair with only two
vertices for a triangle primitive - maybe a bug..
I saw something like this too, when I implemented and debugged the
savage fast path. I don't think it's glxgear's fault. More likely a
problem further up in the mesa pipeline. (or are you bypassing the
pipeline in the r300 driver?) The t_dd_dmatmp.h template ignores extra
vertices that don't add up to a whole primitive. I guess you could do
the same.
I think we are bypassing it, though I am not really sure. r300 driver does 
not use any templates - I did not have time to find out how to use those.

Both mga and r200 use them in a different way, mga driver way appears to 
be simpler, but does not use vertex buffers (at least in a way I can 
understand), also it looks like mga hardware cannot do all primitives 
natively, while r300 can.

   best
   Vladimir Dergachev
---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: [r300] 3D lockups on R420

2005-01-29 Thread Vladimir Dergachev

On Sun, 30 Jan 2005, Rune Petersen wrote:
Vladimir Dergachev wrote:
Lesson 20 have 3 points that causes lockups (maybe more).
They are all related.
the first is at line 258-259:
   glBindTexture(GL_TEXTURE_2D, texture[3]);
   glBegin(GL_QUADS);
glBegin() is causing the lockup, but only when textures 1, 2, or 3.
if you change it to texture 4:
   glBindTexture(GL_TEXTURE_2D, texture[4]);
   glBegin(GL_QUADS);
The lesson will now run (until you press space).
To me it sounds rather strange that a texture causes the lockup.

This is indeed strange.. Is texture[4] used anywhere before ? Does the
same happen with latest CVS ?
There are 5 textures 0 to 4 (including 2 masks ) texture 0 and 4 appear 
stable 1-3 appear unstable.

With the latest CVS I once managed to run the lesson for 3 sec. before it 
locked up . All other times I got a lockup before it showed the first frame.
Does the same happen if you load them in a different order ? What is the 
difference between these textures ?

thank you
Vladimir Dergachev
Rune Petersen

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel

---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


r200 fragment shader and constants

2005-01-29 Thread Dave Airlie

Currently the r200 driver has TFACTOR_0 packet, which takes 6 constants,
however there are actually 8 constant registers used in ATI_fs and the two
extra are just after the the other 6

So what is the best way to approach adding thse two,
a) define a new packet for just 2 elements.. makes constant code a bit
icky..
b) define a new packet for 8 elements, make driver use it everywhere,
leave old code in DRM for backwards compat... (not sure this is possible,
as it uses the register address to work things out...)

Dave.

-- 
David Airlie, Software Engineer
http://www.skynet.ie/~airlied / airlied at skynet.ie
pam_smb / Linux DECstation / Linux VAX / ILUG person



---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: r200 fragment shader and constants

2005-01-29 Thread Dave Airlie

 b) define a new packet for 8 elements, make driver use it everywhere,
 leave old code in DRM for backwards compat... (not sure this is possible,
 as it uses the register address to work things out...)

actually this is what I've done for the pixshader vs fragshader
instructions. which overlap..

so I'll do the same thing...

Dave.
-- 
David Airlie, Software Engineer
http://www.skynet.ie/~airlied / airlied at skynet.ie
pam_smb / Linux DECstation / Linux VAX / ILUG person



---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel


Re: R200 depth tiling questions.

2005-01-29 Thread Jacek Rosik
Hi

Dnia 29-01-2005, sob o godzinie 02:29 +0100, Stephane Marchesin
napisa(a):
 Roland Scheidegger wrote:
 
 
  I don't quite follow third line before last? Can someone enlighten me?
 
  You mean the pitch  0x20 stuff? Yeah, looks strange.
  Looking at it, it seems like it ensures that each block line starts 
  with alternating 2KB addresses (i.e. that 11th-bit). So y 0-15 will 
  have set that (for x 0-31) to 0, y 16-31 to 1 and so on.
  Seems to me like it might be related to how the ram is organized (e.g. 
  something like ensuring it's on a different memory channel or 
  different bank or whatnot).
  This is, btw, quite similarly strange to what Stephane needed on his 
  rv100 to get the correct pixel address for color tiling, this one also 
  tinkered with that 11th bit (see RadeonDoAdjustFrame).
 
 Also, since Jacek is interested in depth tiling, I have to mention that 
 on my rv100, the depth buffer is not tiled until you use hyperz.
 Then when hyperz is used, the depth buffer becomes tiled. The depth 
 tiling function is currently unknown (I still have to RE it) but it 
 doesn't seem to work if I use the r100 or r200 depth tiling functions as 
 defined in {radeon,r200}_span.c.

Would 7000 PCI be a rv100? I think I have one somewhere. Without depth
tiling my Idea should be simpler to implement.

  Generally if one could explain tiling a bit for me I would be 
  grateful. What I'm trying to do is to is to modify depthOffset to be
   as close to top-left corner of viewport as possible and modify. I 
  this possible with shared depth buffer. This means that each 3D 
  window would have different depthOffset but pointing to the same 
  shared buffer.
 
  I'm not sure if it's possible to do that with depthOffset (well 
  maybe). There is however an interesting bit in RB3D_CNTL 
  (R200_DEPTH_XZ_OFFEST_ENABLE, I guess XZ is a typo, just as is 
  OFFEST?) and the corresponding (?) register 
  (R200_RB3D_DEPTHXY_OFFSET), which sound to me like they are exactly 
  invented for that...
 
 Yes, AFAICT the same thing (private z buffers) should work on r100.
 
 Now I think the real trouble with private z buffers is how these will 
 interfere with hyperz...

Huh I thought that hyperz would be simpler with private z buffers. What
about private z buffers and private back buffers. Since most
applications render only to back that would make them as fullscreen
applications. Wouldn't It be simpler to implement hyperz and color
tiling then?

Best,
-- 
Jacek Rosik [EMAIL PROTECTED]



---
This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting
Tool for open source databases. Create drag--drop reports. Save time
by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc.
Download a FREE copy at http://www.intelliview.com/go/osdn_nl
--
___
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel