Xglx and hardware renderers
I played a bit with Xglx as of Sunday, Feb 20, 2005, and various OpenGL implementations available for Xorg 6.8.1 and r200 graphics card (PCI ID is 1002:5961 (rev 01)). Some remarks follow. 1) On Mesa and drm CVS as of Sunday, Feb 20, 2005, there are several artifacts. For reference, I have put a screenshot of Kedit window with Plastic theme at the following URL: http://ums.usu.ru/~patrakov/screenshot4.png As you can see, the vertical scroll bar contains many black horizontal stripes on that screenshot, while it should be solid. The top of some letters in the menu is cut off. There is also some strange black horizontal line at the top of the window decoration and also at the top of horizontal scrollbar. Strangely, running xcompmgr inside Xglx fixes most of those problems. 2) Same artifacts are present when using fglrx instead of the open-source driver. Is my video card OK or out of order? Could anyone please compare with non-ATI hardware renderers and post screenshots? If there are such buggy hardware renderers in the wild and one can't declare such video cards as broken (i.e. can't return them to the shop due to warranty), is the whole idea of hardware-accelerated Xglx viable? 3) I couldn't start Xglx at 1024x768 with Mesa as of Sunday, Feb 20, 2005 with LIBGL_ALWAYS_INDIRECT=1 in the environment. The error is: X Error of failed request: BadLength (poly request too large or internal Xlib length error) Major opcode of failed request: 145 (GLX) Minor opcode of failed request: 1 (X_GLXRender) Serial number of failed request: 85 Current serial number in output stream: 86 The largest possible screen size without this error is 64x64. 4) With libGL.so from fglrx, but LIBGL_ALWAYS_INDIRECT=1, there are no artifacts. -- Alexander E. Patrakov --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Xglx and hardware renderers
Alexander E. Patrakov wrote: 3) I couldn't start Xglx at 1024x768 with Mesa as of Sunday, Feb 20, 2005 with LIBGL_ALWAYS_INDIRECT=1 in the environment. The error is: X Error of failed request: BadLength (poly request too large or internal Xlib length error) Major opcode of failed request: 145 (GLX) Minor opcode of failed request: 1 (X_GLXRender) Serial number of failed request: 85 Current serial number in output stream: 86 It sounds like there may be a bug in the new GLX protocol code. Can you generate a debug version of indirect.c and figure out which command generates the error? To do this, you'll need to cd to src/mesa/glapi and run the following command. After that, you'll have to rebuild Mesa with 'linux-dri' or 'linux-dri-x86' or some such. python glX_proto_send.py -d -m proto ../../glx/x11/indirect.c You'll need to use LD_PRELOAD to force the use of that libGL. With this debug libGL, it will log a message before every GL command and do a glFinish after. The last command logged is likely the one with the bug. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
Adam Jackson wrote: On Sunday 20 February 2005 13:20, Brian Paul wrote: Adam Jackson wrote: I'm working on this, actually. Right now I'm doing it as an EGL-GLX translation layer so we can get glitz retargeted at the EGL API. Turning that into a dispatch layer wouldn't be too tough, particularly since a good bit of the engine is already written in miniglx. I've nearly got it to the point of being able to run eglinfo, but it seems to have uncovered a bug or two in the fbconfig handling. I actually started writing some EGL interface code a few months ago, but haven't touched it since. Give me a day or two to clean it up. Then let's exchange code and see what we've got. I pounded out most of the rest of the API compat today. This is good enough to run eglinfo and return mostly correct answers (caveat is always slow for some reason), and of the 25ish egl* entrypoints only around three are still stubs. Apply patch to a newish Mesa checkout, add egl.c to sources in src/glx/x11/Makefile, build libGL. While you were working on a translation layer I was working on a general-purpose implementation of the EGL API. I've put my sources at http://www.mesa3d.org/beta/egl/ for anyone who wants to check it out. Just remember this is largely untested prototype code, there's lots of loose ends, everything is subject to change, etc, etc. -Brian --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Mesa3d-users] DIVPS ( XMM0, XMM1 ) SIGFPE
Mathieu Malaterre wrote: Hello, I am using Mesa 6.2.1 and I am getting a SIGFPE: [Thread debugging using libthread_db enabled] [New Thread 1100658336 (LWP 13415)] Program received signal SIGFPE, Arithmetic exception. [Switching to Thread 1100658336 (LWP 13415)] _mesa_test_os_sse_exception_support () at x86/common_x86_asm.S:193 193 DIVPS ( XMM0, XMM1 ) Current language: auto; currently asm (gdb) up #1 0x4017f7e4 in check_os_sse_support () at x86/common_x86.c:192 192 _mesa_test_os_sse_exception_support(); After some googling it seems this has already been reported: http://www.mail-archive.com/dri-devel@lists.sourceforge.net/msg08493.html Hmmm, I must have missed that posting to the dri-devel list. I'll try out the patch and check it in if it seems OK. -Brian --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Mesa3d-users] DIVPS ( XMM0, XMM1 ) SIGFPE
Brian Paul wrote: Mathieu Malaterre wrote: Hello, I am using Mesa 6.2.1 and I am getting a SIGFPE: [Thread debugging using libthread_db enabled] [New Thread 1100658336 (LWP 13415)] Program received signal SIGFPE, Arithmetic exception. [Switching to Thread 1100658336 (LWP 13415)] _mesa_test_os_sse_exception_support () at x86/common_x86_asm.S:193 193 DIVPS ( XMM0, XMM1 ) Current language: auto; currently asm (gdb) up #1 0x4017f7e4 in check_os_sse_support () at x86/common_x86.c:192 192 _mesa_test_os_sse_exception_support(); After some googling it seems this has already been reported: http://www.mail-archive.com/dri-devel@lists.sourceforge.net/msg08493.html Hmmm, I must have missed that posting to the dri-devel list. I'll try out the patch and check it in if it seems OK. I misread the date on that posting. That was two years ago. The code in common_x86_asm.S has changed since then. So I don't think the patch is relevant anymore. However, the problem you report isn't really an issue. When gdb stops upon the exception, just type 'continue'. There's a big comment about this in the current file. -Brian --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
[Bug 2593] New: gl-117 causes gpu lockups
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=2593 Summary: gl-117 causes gpu lockups Product: Mesa Version: CVS Platform: PC OS/Version: Linux Status: NEW Severity: major Priority: P2 Component: Drivers/DRI/r200 AssignedTo: dri-devel@lists.sourceforge.net ReportedBy: [EMAIL PROTECTED] gl-117 (1.3.1) causes gpu lockups on my rv250 with Mesa CVS head dri driver. Happens both with hw and sw tcl. The game starts, and the intro plays fine. Moving the cursor around causes an instant gpu lockup as soon as the cursor hits a menu entry (i.e. the menu entry color would change from blue to yellow, sometimes the menu entry changes the color before the lockup, sometimes not). -- 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. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: 32/64-bit ioctl compatibility
Changing the drm and Mesa at once incompatibly isn't going to get past me, and I haven't proven that Egberts patch isn't backwards compat, but nobody has proven to me that it doesn't break anything, and as I have no access to any 64-bit hardware it is up to other people to convince me ... The hardest bit that I have seen so far is dealing with the offset and handle fields in the drm_map_t. I'll push on it a bit further then, if no-one else is hacking on this. This is a topic that we could use some clarification on, is there a suggested use for offset and handle. As you can imagine we(SGI) with our itanium systems have to deal with this a fair bit. My interpretation is that handle is a unique opaque identifier to a drm resource on the board (which needs to match the native word size of the platform you are running on, or unique is hard to guarantee) OTOH, offset is a value that the board manager (normally in the 2D driver in the current X setup) uses to setup/access said resources. This needs to be of the size of the bus width of the card. If this is correct, it brings up another interesting issue. How do we pass to the mmap calls 64-bit OS offsets when the actual offset (for all current gfx cards I know of) is a 32-bit entity, which brings up the reverse option to what was suggested .. should we just pass the handle instead of the offset, since that already is a kernel virtual address that linux wants. (this should work on linux platforms atleast) --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
On Tuesday 22 February 2005 11:48, Brian Paul wrote: Adam Jackson wrote: I pounded out most of the rest of the API compat today. This is good enough to run eglinfo and return mostly correct answers (caveat is always slow for some reason), and of the 25ish egl* entrypoints only around three are still stubs. Apply patch to a newish Mesa checkout, add egl.c to sources in src/glx/x11/Makefile, build libGL. While you were working on a translation layer I was working on a general-purpose implementation of the EGL API. Excellent! I was hoping our work wouldn't overlap. I should probably describe where I see this going. All the egl* entrypoints would call through a dispatch table (think glapi.c) that determines whether to use the GLX translation or the native engine. The native engine would fill the role that miniglx currently holds. In practical terms, what this means is: $ Xegl -drm /dev/dri/card0 :0 # starts a server on the first video card $ DISPLAY=:0 Xegl :1# runs a nested Xgl server under :0 would work the way you expect. (Obviously I'm handwaving away the fact that the Xgl server doesn't support the GLX extension yet, and that there's no EGL backend for glitz yet. The latter was actually my motivation for doing the GLX translation, so we could have glitz ported before attempting to bring it up native.) So. Naive EGL applications would Just Work, whether or not there's a display server already running. The EGL dispatch layer would be responsible for checking some magic bit of per-card state that says whether there's currently a live display server on the device, and route the EGL API accordingly. This magic bit of per-card state would be exposed by some new EGL extension, call it EGL_display_server. Non-naive applications like EGL, in the presence of this extension, will register themselves as display servers for the given device(s?) when they start up. This bit of state then gets handed down to the DRM layer (or its moral equivalent for non-DRI drivers). (Plenty of other magic can happen here, for example releasing this display server lock on VT switch.) [1] After which, the only hard part (sigh) is setting video modes. This may want to be an EGL extension as well, and would have some precedent (eg GLX_MESA_set_3dfx_mode). Of course we can implement this any which way we like, it's just that exposing the API through EGL makes it easier for apps to do this both across vendors and across platforms. Hopefully this doesn't sound completely insane. Comments? - ajax 1 - One question at this point would be why not make the first EGL app to start on a device always take the lock? I could envision (probably embedded) environments that want, essentially, cooperative windowing, where (for example) each window maps to a hardware quad, textured through a pbuffer or fbo, and the Z buffer is used to implement stacking order, with some message passing between display apps so they don't fight. This is certainly not a use case I care about, but other people might... pgpd6fF7C7R1y.pgp Description: PGP signature
Re: Solo Xgl..
Adam Jackson wrote: On Tuesday 22 February 2005 11:48, Brian Paul wrote: Adam Jackson wrote: I pounded out most of the rest of the API compat today. This is good enough to run eglinfo and return mostly correct answers (caveat is always slow for some reason), and of the 25ish egl* entrypoints only around three are still stubs. Apply patch to a newish Mesa checkout, add egl.c to sources in src/glx/x11/Makefile, build libGL. While you were working on a translation layer I was working on a general-purpose implementation of the EGL API. Excellent! I was hoping our work wouldn't overlap. I should probably describe where I see this going. All the egl* entrypoints would call through a dispatch table (think glapi.c) that determines whether to use the GLX translation or the native engine. The native engine would fill the role that miniglx currently holds. My code already does that. The EGL-miniglx translation would just be another driver. I always thought it would be nice if the indirect rendering code for GLX were just another loadable driver. The EGL code would support that idea. In practical terms, what this means is: $ Xegl -drm /dev/dri/card0 :0 # starts a server on the first video card $ DISPLAY=:0 Xegl :1# runs a nested Xgl server under :0 would work the way you expect. (Obviously I'm handwaving away the fact that the Xgl server doesn't support the GLX extension yet, and that there's no EGL backend for glitz yet. The latter was actually my motivation for doing the GLX translation, so we could have glitz ported before attempting to bring it up native.) So. Naive EGL applications would Just Work, whether or not there's a display server already running. The EGL dispatch layer would be responsible for checking some magic bit of per-card state that says whether there's currently a live display server on the device, and route the EGL API accordingly. Right. My code right now does something clunky: the parameter passed to eglGetDisplay() is interpreted as a string, rather than a Display *. The value of the string determines which driver to load, either by name or screen number like :0. If the code determined that the value isn't a string, treat it as a real X Display *. Thereafter, each EGLDisplay handle is associated with a particular driver instance. This is experimental. This magic bit of per-card state would be exposed by some new EGL extension, call it EGL_display_server. Non-naive applications like EGL, in the presence of this extension, will register themselves as display servers for the given device(s?) when they start up. This bit of state then gets handed down to the DRM layer (or its moral equivalent for non-DRI drivers). (Plenty of other magic can happen here, for example releasing this display server lock on VT switch.) [1] After which, the only hard part (sigh) is setting video modes. This may want to be an EGL extension as well, and would have some precedent (eg GLX_MESA_set_3dfx_mode). Of course we can implement this any which way we like, it's just that exposing the API through EGL makes it easier for apps to do this both across vendors and across platforms. The eglscreen.c file has some ideas for a few functions for setting screen size/refresh/etc. This is totally experimental too. Hopefully this doesn't sound completely insane. Comments? - ajax 1 - One question at this point would be why not make the first EGL app to start on a device always take the lock? I could envision (probably embedded) environments that want, essentially, cooperative windowing, where (for example) each window maps to a hardware quad, textured through a pbuffer or fbo, and the Z buffer is used to implement stacking order, with some message passing between display apps so they don't fight. This is certainly not a use case I care about, but other people might... Yeah, if you think about things for a while you eventually find that the EGL API/interface might be used at two different levels: below the X server and as a user-accessible API. -Brian --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Xglx and hardware renderers
Ian Romanick wrote: Alexander E. Patrakov wrote: X Error of failed request: BadLength (poly request too large or internal Xlib length error) snip run the following command. After that, you'll have to rebuild Mesa with 'linux-dri' or 'linux-dri-x86' or some such. python glX_proto_send.py -d -m proto ../../glx/x11/indirect.c Will do that tomorrow. -- Alexander E. Patrakov --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Linux-fbdev-devel] Resource management.
As far as I know none of the significant contributors on either fbdev or DRM are being paid to work on the project. So I have noticed. There is much to do but no real man power. We are talking about this merging but at our rate it will take 5 years to happen. We don't have the man power to do this. So I'm not going to bother merging. Its all pipe dreams here. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Linux-fbdev-devel] Resource management.
On Tue, 22 Feb 2005 17:23:03 + (GMT), James Simmons [EMAIL PROTECTED] wrote: As far as I know none of the significant contributors on either fbdev or DRM are being paid to work on the project. So I have noticed. There is much to do but no real man power. We are talking about this merging but at our rate it will take 5 years to happen. We don't have the man power to do this. So I'm not going to bother merging. Its all pipe dreams here. with that attitude it's never gonna happen. I work almost exclusively on X, but once we get at least one sample driver done (probably radeon, I would be more than happy to devote my limited development resources to the new drm/fb super driver. Right now the kernel FB drivers have no benefit for me so I don't use/develop them. The drm just works and I'm more interested in the crtc/modes/outputs handling than the command processor control stuff. I think a lot of X developers (and porobably IHVs) will get on board when this happens. X is undermanned as well, but we've managed to do a pretty good job of supported a lot of features on a fair number of cards. Alex --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: POSTing of video cards (WAS: Solo Xgl..)
On Mon, 21 Feb 2005, Jon Smirl wrote: I was working on the assumption that all PCI based, VGA class hardware that is not the boot device needs to be posted. I don't think that's true. We certainly don't _want_ it to be true in the long run - and even now there are cards that we can initialize fully without using the BIOS at all. And that the posting should occur before the drivers are loaded. Personally, I'd much rather let the driver be involved in the decision. That may mean that the probe routine knows how to initialize the card, but it may mean that it does an exec_usermodehelper() kind of thing. Actually, I'd prefer it if this was largely up to udev: if the driver notices that it can't initialize the card, why not just enumerate it enough that udev knows about it (that's pretty much automatic), and let the driver just ignore the card until some (possibly much later) date when the user level scripts have found it and initialized it. That would imply that the driver have some re-attach entrypoint (which migth be a ioctl, but might also be just a /sysfs file access), which is the user-lands way of saying try again - I've now initialized the hardware. The advantage of that kind of disconnected initialization is that you don't _need_ to have the card initialization in initramfs or other very early boot sequence. It gets _detected_ early on, but you can then delay initializing it arbitrarily long, and it obviously won't be usable until that point (but who cares? The ones that do care can put the things in their initramfs, others may decide to do it only once the system is up-and-running and /usr has been NFS-mounted). Linus --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
On Tue, 22 Feb 2005 11:16:47 -0700, Brian Paul [EMAIL PROTECTED] wrote: Are you aware of this? http://sourceforge.net/projects/dogless Can also wrap on the standard OpenGL impl with ES simulation. -- Jon Smirl [EMAIL PROTECTED] --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
Is this useful? http://studierstube.org/klimt/index.php -- Jon Smirl [EMAIL PROTECTED] --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
On Tuesday 22 February 2005 15:08, Jon Smirl wrote: On Tue, 22 Feb 2005 11:16:47 -0700, Brian Paul [EMAIL PROTECTED] wrote: Are you aware of this? http://sourceforge.net/projects/dogless Can also wrap on the standard OpenGL impl with ES simulation. Both dogless and klimt are GPL-licensed so they're not really suitable. - ajax pgpjZqVOl9FUw.pgp Description: PGP signature
Re: ports/76257: nvidia_driver breaks xorg-clients build
Am Dienstag, den 22.02.2005, 08:15 -0800 schrieb Eric Anholt: On Tue, 2005-02-22 at 00:08 -0500, Mikhail Teterin wrote: Could you try if the attached patch against xdriinfo.c works with NVidia's GLX? If it does, then I'll commit this to Xorg CVS. Using glXGetProcAddressARB instead of glXGetProcAddress allows the utility to build, but it still does not work -- the calls return NULL at run-time. If your program only works with Xorg's GLX, than, indeed, the error message may need to become more informative. If, on the other hand, using the glXGetProcAddressARB works when linked with Xorg's GLX -- why bother with the #ifdefs at all? Just use the old call for the time being. :-) As mentioned earlier in the PR, changing to glXGetProcAddressARB results in xdriinfo segfaulting, at least for me on amd64. Eric, could you find out where it's segfaulting? -- | Felix Kühling [EMAIL PROTECTED] http://fxk.de.vu | | PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3 B152 151C 5CC1 D888 E595 | --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_ide95alloc_id396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
On Tue, 22 Feb 2005 15:15:37 -0500, Adam Jackson [EMAIL PROTECTED] wrote: On Tuesday 22 February 2005 15:08, Jon Smirl wrote: On Tue, 22 Feb 2005 11:16:47 -0700, Brian Paul [EMAIL PROTECTED] wrote: Are you aware of this? http://sourceforge.net/projects/dogless Can also wrap on the standard OpenGL impl with ES simulation. Both dogless and klimt are GPL-licensed so they're not really suitable. Are they useful enough to ask for a license change? GPL doesn't stop you from using them as a reference, you just can't copy from them directly. - ajax -- Jon Smirl [EMAIL PROTECTED] --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
klimt says they are down to 150K now. I can try and get a license change if we are interested. -- Jon Smirl [EMAIL PROTECTED] --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
On Tuesday 22 February 2005 15:20, Jon Smirl wrote: On Tue, 22 Feb 2005 15:15:37 -0500, Adam Jackson [EMAIL PROTECTED] wrote: On Tuesday 22 February 2005 15:08, Jon Smirl wrote: On Tue, 22 Feb 2005 11:16:47 -0700, Brian Paul [EMAIL PROTECTED] wrote: Are you aware of this? http://sourceforge.net/projects/dogless Can also wrap on the standard OpenGL impl with ES simulation. Both dogless and klimt are GPL-licensed so they're not really suitable. Are they useful enough to ask for a license change? I don't think so. Really all we're aiming for here, now, is the EGL API, and Brian and I have both pretty much done that already (though in different directions). We already have a world-class GL engine in Mesa. Klimt simply doesn't aim as high. There are several features missing from Klimt that would be total showstoppers for what we're trying to use GL for - alpha buffer, glReadPixels, multitexturing, stencil tests, clip planes... So while it provides something resembling the EGL API it lacks features we want. Dogless is win32 only, it seems. And it's actually an inversion of the model we're thinking about. Dogless appears to translate WGL to EGL, so you can have some tiny EGL stack and then run Quake on it (where presumably this stack mirrors the stack you're going to put on your embedded device). So it doesn't even provide the EGL API to begin with. There's in my mind three pieces of the OpenGL|ES stack here: - EGL, the API that binds you to your native windowing system (or in our case, provides it) - The GL engine - The various OES_* extensions #1 turns out to be pretty easy to add. #2 we already have. #3 isn't really interesting for desktop hardware but is also pretty easy to add should someone want to invest the effort (most of them are just adding support for various small data types, which we can upconvert transparently before handing to the existing Mesa engine). So, since we pretty much have the API, and since the API is the new piece we're trying to leverage, I don't really see the point in chasing after license changes for software that isn't capable of what we want to use GL for. - ajax pgpTiT9bjCGQw.pgp Description: PGP signature
Re: POSTing of video cards (WAS: Solo Xgl..)
On Tue, 22 Feb 2005, Dmitry Torokhov wrote: This sounds awfully like firmware loader that seems to be working just fine for a range of network cards and other devices. Yes. HOWEVER - and note how firmware loading for this case is not validly done at device discovery, but at ifconfig time. Ie device discovery (probing) is a _separate_ phase entirely, and happens much earlier. We should initialize the hardware only when it actually gets acively used some way by user space. Linus --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: R300 lockups...
Vladimir Dergachev wrote: On Mon, 21 Feb 2005, Adam K Kirchhoff wrote: FYI, I've now tried neverputt in a window, instead of fullscreen, and I'm getting the same lockups as I was previously getting (full lockups, including mouse, requiring me to ssh in a reboot). It finally occurred to me to check dmesg: [drm:radeon_cp_dispatch_swap] *ERROR* Engine timed out before swap buffer blit Hmmm - can you try reducing the window size of neverputt ? And, perhaps, the refresh rate and resolution of your screen ? thank you ! Vladimir Dergachev No luck. I setup my xorg.conf file to limit X to 640x480, and used xrandr to drop the refresh rate to 60... Launched neverputt at 640x480, fullscreen. Lockup was nearly instantaneous... The music continues, at least till neverputt dies, and the mouse moves around. Rebooted and tried again... Exact same result. At least when I was running it at 1024x768 on a mergedfb desktop of 2560x1024, I was able to play a hole or two of golf... Two times now, I've tried running it at 640x480 on my large mergedfb desktop. I get further than I did when the screen resolution was 640x480, but not much. I just tried two times now running it at 1280x1024 on my large mergedfb desktop, and it plays fine for a number of holes. Usually locks up between holes. My conclusion is that these lockups are occuring when the framerate is at it's highest (ie. low resolution, low texture, low activity), which I believe is a situation someone else described on here not to long ago. Adam --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Solo Xgl..
On Tue, 22 Feb 2005 15:45:16 -0500, Adam Jackson [EMAIL PROTECTED] wrote: Dogless is win32 only, it seems. And it's actually an inversion of the model we're thinking about. Dogless appears to translate WGL to EGL, so you can have some tiny EGL stack and then run Quake on it (where presumably this stack mirrors the stack you're going to put on your embedded device). So it doesn't even provide the EGL API to begin with. Doc says it works both ways. EGL-WGL and WGL-EGL. The khronos site says to use it for developing EGL apps on the desktop. There's in my mind three pieces of the OpenGL|ES stack here: - EGL, the API that binds you to your native windowing system (or in our case, provides it) - The GL engine - The various OES_* extensions #1 turns out to be pretty easy to add. #2 we already have. #3 isn't really interesting for desktop hardware but is also pretty easy to add should someone want to invest the effort (most of them are just adding support for various small data types, which we can upconvert transparently before handing to the existing Mesa engine). So, since we pretty much have the API, and since the API is the new piece we're trying to leverage, I don't really see the point in chasing after license changes for software that isn't capable of what we want to use GL for. - ajax -- Jon Smirl [EMAIL PROTECTED] --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [r300] Radeon 9600se mostly working..
On Monday 21 February 2005 17:40, John Clemens wrote: On Mon, 21 Feb 2005, John Clemens wrote: give it a go on my fanless 9600se (RV350 AP). How much memory do you have ? What kind of CPU and motherboard ? Duron 1.8G, 256MB ddr, old(ish) via km266 motherboard in a shuttle sk41g. Gentoo. The card has 128Mb ram. - glxinfo states r300 DRI is enabled. (AGP4x, NO-TCL) - glxgears gives me about 250fps with drm debug=1, ~625fps without debug on. should I be concerned that these fps are too low? others seem to be reporting around 1000.. Well, I'm not sure about the value with debug off, it does seem rather low, but perhaps reasonable if you are using immediate mode (which is still the default in CVS, I believe - check r300_run_render in r300_render.c). Your debug FPS is rather high, actually - I only get around 50fps in glxgears with enabled DRM debugging (even less if I also enable debug messages from the userspace driver). - tuxracer runs ok at 640x480 fullscreen - ice textures look psychadelicly blue - at 1280x1024, (and somewhat at 800x600 windowed), i get these errors: [drm:radeon_cp_dispatch_swap] *ERROR* Engine timed out before swap buffer blit ... The swap buffer blit is just a copy - for example a copy from back buffer to front buffer. Since the engine timed out before swap buffer blit it means that the commands before it were at fault. Which is puzzling as you point out that everything works in 640x480. Just to elaborate: 640x480 runs fine. at 800x600 windowed, it plays fine, but if a scene gets more complicated i see some jerkyness.. i.e., the scene freezes for a second or two and then jumps ahead, and i get a few messages in the log. At 1280x1024, this happens all the time, so it appears the game is locked, and I get a stream of those messages in the log file. alt-F switching to the console works, and switching back i get about 2 seconds more of movement, and then soft-lock again (persumably because the card re-inits on VC switch). I can switch to the VC and kill it and all's fine. Judging from what you're saying, the card isn't locked, it just isn't able to draw a full scene before it times out. Well, this is certainly interesting, and it does sound like userspace is generating so many drawing commands that the card is simply too slow to process them all. My guess is that the one-two second freezes are causes by the X server when it, too, thinks that the engine has timed out and initiates a reset sequence. This is actually an interesting problem. Here are some issues to think about: 1) The SWAP ioctl should really report an error to userspace when the engine has timed out. 2) I agree that it would make sense to monitor the ring buffer somehow. Perhaps a wait_for_ringbuffer that is called at the top of wait_for_fifo? In the fast path, this costs an additional I/O read operation, otherwise it should be essentially be no different performance-wise. 3) Come to think of it, couldn't the card just issue an IRQ when it's done? 4) If a drawing command takes very long, can we identify the userspace process that is responsible for sending the command buffer that caused the delay, and can we deal with this process somehow? Perhaps we could insert an age marker before and after the processing in the command buffer ioctl. The last point actually touches on a bigger subject: scheduling access to the graphics card. To get an idea of what I'm talking about, launch a terminal emulator and glxgears side by side. Then run yes in the terminal emulator. glxgears will essentially lock up. cu, Nicolai pgpRFAJMWkcWT.pgp Description: PGP signature
Re: R300 lockups...
On Tuesday 22 February 2005 21:57, Adam K Kirchhoff wrote: No luck. I setup my xorg.conf file to limit X to 640x480, and used xrandr to drop the refresh rate to 60... Launched neverputt at 640x480, fullscreen. Lockup was nearly instantaneous... The music continues, at least till neverputt dies, and the mouse moves around. Rebooted and tried again... Exact same result. At least when I was running it at 1024x768 on a mergedfb desktop of 2560x1024, I was able to play a hole or two of golf... Two times now, I've tried running it at 640x480 on my large mergedfb desktop. I get further than I did when the screen resolution was 640x480, but not much. I just tried two times now running it at 1280x1024 on my large mergedfb desktop, and it plays fine for a number of holes. Usually locks up between holes. My conclusion is that these lockups are occuring when the framerate is at it's highest (ie. low resolution, low texture, low activity), which I believe is a situation someone else described on here not to long ago. That was me, so I can confirm that, and it *is* different from the problem reported by John Clemens in the other thread (the one called [r300] Radeon 9600se mostly working). Unfortunately, I won't have access to my test setup for the next weeks, so I don't have anything new. cu, Nicolai Adam pgpxmWm01RE3d.pgp Description: PGP signature
[Bug 2596] New: Disabling DRI. [drm] failed to load kernel module i915 (EE) I810(0): [dri] DRIScreenInit failed.
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=2596 Summary: Disabling DRI. [drm] failed to load kernel module i915 (EE) I810(0): [dri] DRIScreenInit failed. Product: DRI Version: XOrg CVS Platform: PC OS/Version: FreeBSD Status: NEW Severity: major Priority: P2 Component: DRM modules AssignedTo: dri-devel@lists.sourceforge.net ReportedBy: [EMAIL PROTECTED] Hello, yesterday i look that xorg 6.8.2 is out. I was happy because it can patch bug with i810 cards (see release information). But i don't know why it don't. I get unofficial patch for FreeBSD from freebsd-x11 mailing list (see http://lists.freebsd.org/pipermail/freebsd-x11/2005-February/001647.html in that mailing list) and applying it, then i run portupgrade -aF xorg and portupgrade -aR xorg. Compilation without errors. Freebsd patch works probably ok. BUT after compilation, i try run and still getting as before with 6.8.1 this errors: (II) I810(0): VESA BIOS detected (II) I810(0): VESA VBE Version 3.0 (II) I810(0): VESA VBE Total Mem: 16192 kB (II) I810(0): VESA VBE OEM: Intel(r)852MG/852MGE/855MG/855MGE Graphics Chip Accelerated VGA BIOS (II) I810(0): VESA VBE OEM Software Rev: 1.0 (II) I810(0): VESA VBE OEM Vendor: Intel Corporation (II) I810(0): VESA VBE OEM Product: Intel(r)852MG/852MGE/855MG/855MGE Graphics Controller (II) I810(0): VESA VBE OEM Product Rev: Hardware Version 0.0 (==) I810(0): Default visual is TrueColor (II) I810(0): Allocated 128 kB for the ring buffer at 0x0 (II) I810(0): Allocating at least 768 scanlines for pixmap cache (II) I810(0): Initial framebuffer allocation size: 3072 kByte (II) I810(0): Allocated 4 kB for HW cursor at 0x7fff000 (0x03796000) (WW) I810(0): xf86AllocateGARTMemory: allocation of 4 pages failed (Cannot allocate memory) (EE) I810(0): Failed to allocate HW (ARGB) cursor space. (II) I810(0): Allocated 4 kB for Overlay registers at 0x7ffe000 (0x01697000). (II) I810(0): Allocated 64 kB for the scratch buffer at 0x7fee000 drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such file or directory) drmOpenDevice: open result is -1, (No such file or directory) drmOpenDevice: Open failed drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such file or directory) drmOpenDevice: open result is -1, (No such file or directory) drmOpenDevice: Open failed [drm] failed to load kernel module i915 (II) I810(0): [drm] drmOpen failed (EE) I810(0): [dri] DRIScreenInit failed. Disabling DRI. I have 5.3-RELEASE kernel, cvsuped and fresh (2 or 3 days before) portupgraded system. Runing before xorg-6.8.1 was broken too :-( In xorg.conf a loading dri and gl modules + section dir (0666), i810 driver with VideoRam 32768... I'm completly stucked with this problem. Probably xorg's problem, but he told that i810 in 6.8.2 be ok. Please can somebody help? I writed this problem to freebsd-x11 mailing list too. -- 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. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel