mgl namespace with glapi..

2005-12-11 Thread Dave Airlie

I was just getting Xglx GLX support working again, Xglx builds it GLcore
using the USE_MGL_NAMESPACE, however my r300 driver was calling the GLcore
version of a the glapi functions and variables..

The patch below is required, the glapi.h changes are probably okay, the
glapi.c changes I'm not 100% sure about but it seems as if even with
mangling the code still passes in unmangled names..

Dave.

Index: mesa/glapi/glapi.c
===
RCS file: /cvs/mesa/Mesa/src/mesa/glapi/glapi.c,v
retrieving revision 1.96
diff -u -r1.96 glapi.c
--- mesa/glapi/glapi.c  11 Oct 2005 16:56:39 -  1.96
+++ mesa/glapi/glapi.c  11 Dec 2005 10:54:03 -
@@ -764,8 +764,8 @@
*/

 #ifdef MANGLE
-  if (!function_names[i] || function_names[i][0] != 'm' || 
function_names[i][1] != 'g' || function_names[i][2] != 'l')
-   return GL_FALSE;
+//  if (!function_names[i] || function_names[i][0] != 'm' || 
function_names[i][1] != 'g' || function_names[i][2] != 'l')
+// return GL_FALSE;
 #else
   if (!function_names[i] || function_names[i][0] != 'g' || 
function_names[i][1] != 'l')
return GL_FALSE;
Index: mesa/glapi/glapi.h
===
RCS file: /cvs/mesa/Mesa/src/mesa/glapi/glapi.h,v
retrieving revision 1.29
diff -u -r1.29 glapi.h
--- mesa/glapi/glapi.h  10 Aug 2005 23:54:15 -  1.29
+++ mesa/glapi/glapi.h  11 Dec 2005 10:54:03 -
@@ -50,6 +50,14 @@

 typedef void (*_glapi_warning_func)(void *ctx, const char *str, ...);

+#if defined(USE_MGL_NAMESPACE)
+#define _glapi_set_dispatch _mglapi_set_dispatch
+#define _glapi_get_dispatch _mglapi_get_dispatch
+#define _glapi_set_context _mglapi_set_context
+#define _glapi_get_context _mglapi_get_context
+#define _glapi_Context _mglapi_Context
+#define _glapi_Dispatch _mglapi_Dispatch
+#endif

 #if defined (GLX_USE_TLS)

@@ -104,7 +112,6 @@
 extern void *
 _glapi_get_context(void);

-
 extern void
 _glapi_set_dispatch(struct _glapi_table *dispatch);



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r300 + NWN

2005-12-11 Thread Adam K Kirchhoff


FYI,

   Just wanted to post a few screenshots of Neverwinter Nights with the 
r300 driver vs Neverwinter Nights with the fgl driver.  This is with a 
Radeon X700, drm 1.20.0, and a Mesa from CVS this weekend.


http://68.44.156.246/NWN-fgl.png

This is a scene with the fglrx driver from ATI.

http://68.44.156.246/NWN0002-r300.png
http://68.44.156.246/NWN0005-r300.png

Same scene (different angle) with the r300 driver.

I'm sure this confirms what are already known issues with the r300 
driver, but felt it'd be worth posting anyway.  There's definitely 
something bizarre going on with textures.  They're much crisper with the 
fglrx driver.  Instead of seeing the red fog, like in the first shot, 
with the r300 driver you just get a red wall in the distance.  I'm not 
quite sure what's going on with the inventory display in that last shot, 
but that's essentially how entire levels look in UT2004.


Adam



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Re: r300 + NWN

2005-12-11 Thread Philipp Klaus Krause
Adam K Kirchhoff schrieb:

 I'm sure this confirms what are already known issues with the r300
 driver, but felt it'd be worth posting anyway.  There's definitely
 something bizarre going on with textures.  They're much crisper with the
 fglrx driver. 

To me it looks like the fglrx driver does linear filtering, while r300
does nearest filtering.

Philipp



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Re: r300 + NWN

2005-12-11 Thread Stephane Marchesin

Philipp Klaus Krause wrote:


Adam K Kirchhoff schrieb:

 


I'm sure this confirms what are already known issues with the r300
driver, but felt it'd be worth posting anyway.  There's definitely
something bizarre going on with textures.  They're much crisper with the
fglrx driver. 
   



To me it looks like the fglrx driver does linear filtering, while r300
does nearest filtering.

 

It could be the mipmap selection offset that fglrx applies to textures. 
There's a setting for this reg on r200 (see the 
R200_EMIT_PP_TRI_PERF_CNTL reg), it probably applies to r300 too.


Stephane




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Re: mgl namespace with glapi..

2005-12-11 Thread Zack Rusin
On Sunday 11 December 2005 11:58, Dave Airlie wrote:
 I was just getting Xglx GLX support working again, Xglx builds it
 GLcore using the USE_MGL_NAMESPACE, however my r300 driver was
 calling the GLcore version of a the glapi functions and variables..

 The patch below is required, the glapi.h changes are probably okay,
 the glapi.c changes I'm not 100% sure about but it seems as if even
 with mangling the code still passes in unmangled names..

Yeah, most likely it won't help. I and David were trying to fix it a few 
months ago and the only decent solution we found is dlopening both 
glcore and glx. David has got the code in his tree...

Zack

-- 
That that is, is that that is not 'Not is.' Is that it? It is.


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Re: r300 + NWN

2005-12-11 Thread Roland Scheidegger

Stephane Marchesin wrote:

Philipp Klaus Krause wrote:


Adam K Kirchhoff schrieb:

 


I'm sure this confirms what are already known issues with the r300
driver, but felt it'd be worth posting anyway.  There's definitely
something bizarre going on with textures.  They're much crisper with the
fglrx driver.   



To me it looks like the fglrx driver does linear filtering, while r300
does nearest filtering.

 

It could be the mipmap selection offset that fglrx applies to textures. 
There's a setting for this reg on r200 (see the 
R200_EMIT_PP_TRI_PERF_CNTL reg), it probably applies to r300 too.
That setting doesn't affect mipmap selection - just how the transition 
area from one to another mipmap looks like. You'd only get banding as 
the worst thing possible.
Looks like nearest filtering to me too, and/or no mipmaps (so yes mipmap 
selection offset (LOD setting?) could be an issue there but if so it 
would be ways off).
No idea what's wrong with the inventory there - some issue with 
transparent textures? Strange that not the whole inventory gets affected 
exactly the same way though.


Roland


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