Re: [r300] TCL fallback with Quake3

2006-08-28 Thread Brian Paul
Rune Petersen wrote:
 Roland Scheidegger wrote:
 
Rune Petersen wrote:

Hi,

Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.

The culprit:
if (!mesa_vp-Base.String)
return;

To me it looks suspect because checking a pointer to the shader string
to verify that the parsed shader is valid doesn't make sense to me.
And this check i omitted for fragment translation which uses the same
structure.

Anything obvious I missed?

That check is there to check if a shader string was even specified in
the first place (see the thread about Radeon 9200
GetProgramiv(GL_VERTEX_PROGRAM_ARB,... at the mesa3d-dev list). Maybe
there is some trouble with that, in the case of quake3 and r300 I'd
suspect it's because no string exists for the shader at all, because
quake3 obviously doesn't use vertex shaders and it's internally
generated by fixed function to shader conversion code.

 
 That is what I suspected.
 The way I see it Base.String is always set along side the
 Base.Instructions pointer. Since the the code actual depends on
 Base.Instructions it makes more sense to check it.
 
 The only problem is I am unable to test if it failes as intended.

If you remove the test for mesa_vp-Base.String does Quake3 work?

-Brian


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Re: [r300] TCL fallback with Quake3

2006-08-28 Thread Rune Petersen
Brian Paul wrote:
 Rune Petersen wrote:
 Roland Scheidegger wrote:

 Rune Petersen wrote:

 Hi,

 Quake3 causes fallback because r300_translate_vertex_shader() returns
 early and doesn't translate the shader.

 The culprit:
 if (!mesa_vp-Base.String)
return;

 To me it looks suspect because checking a pointer to the shader string
 to verify that the parsed shader is valid doesn't make sense to me.
 And this check i omitted for fragment translation which uses the same
 structure.

 Anything obvious I missed?

 That check is there to check if a shader string was even specified in
 the first place (see the thread about Radeon 9200
 GetProgramiv(GL_VERTEX_PROGRAM_ARB,... at the mesa3d-dev list). Maybe
 there is some trouble with that, in the case of quake3 and r300 I'd
 suspect it's because no string exists for the shader at all, because
 quake3 obviously doesn't use vertex shaders and it's internally
 generated by fixed function to shader conversion code.


 That is what I suspected.
 The way I see it Base.String is always set along side the
 Base.Instructions pointer. Since the the code actual depends on
 Base.Instructions it makes more sense to check it.

 The only problem is I am unable to test if it failes as intended.
 
 If you remove the test for mesa_vp-Base.String does Quake3 work?

It does.
The Mesa generated shaders doesn't set Base.String making Base.String a
bad choice for checking the validity of the Base struct.

I am just trying to find a check that is valid in all cases and can be
used by r300  r200.


Rune Petersen

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Re: [r300] TCL fallback with Quake3

2006-08-28 Thread Brian Paul
Rune Petersen wrote:
 Brian Paul wrote:
 
Rune Petersen wrote:

Roland Scheidegger wrote:


Rune Petersen wrote:


Hi,

Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.

The culprit:
if (!mesa_vp-Base.String)
   return;

To me it looks suspect because checking a pointer to the shader string
to verify that the parsed shader is valid doesn't make sense to me.
And this check i omitted for fragment translation which uses the same
structure.

Anything obvious I missed?

That check is there to check if a shader string was even specified in
the first place (see the thread about Radeon 9200
GetProgramiv(GL_VERTEX_PROGRAM_ARB,... at the mesa3d-dev list). Maybe
there is some trouble with that, in the case of quake3 and r300 I'd
suspect it's because no string exists for the shader at all, because
quake3 obviously doesn't use vertex shaders and it's internally
generated by fixed function to shader conversion code.


That is what I suspected.
The way I see it Base.String is always set along side the
Base.Instructions pointer. Since the the code actual depends on
Base.Instructions it makes more sense to check it.

The only problem is I am unable to test if it failes as intended.

If you remove the test for mesa_vp-Base.String does Quake3 work?
 
 
 It does.
 The Mesa generated shaders doesn't set Base.String making Base.String a
 bad choice for checking the validity of the Base struct.
 
 I am just trying to find a check that is valid in all cases and can be
 used by r300  r200.

Does replacing the above test with this work?

if (mesa_vp-Base.NumInstructions == 0)
   return GL_FALSE;

-Brian

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Re: Unreliable timing of glXWaitVideoSyncSGI

2006-08-28 Thread Jan Gukelberger
Hi Ville,

On Sun, 2006-08-27 at 23:39 +0300, Ville Syrjälä wrote:
 On Sun, Aug 27, 2006 at 07:36:31PM +0200, Jan Gukelberger wrote:
  Hi,
  
  I'm trying to port an application that presents visual stimuli for
  experiments in neuroscience from DirectFBGL to X/DRI. A main requirement
  is reliable timing of the drawing code, i.e. on every VSYNC a new frame
  must be ready in the back buffer so that the buffers can be swapped.
  
  For this purpose I start a graphics thread with SCHED_FIFO scheduler
  that does basically this:
  
  while( !Stopped() )
  {
  glXGetVideoSyncSGI( count1 );
  time1 = GetTime( CLOCK_REALTIME );
  glXWaitVideoSyncSGI( 2, ( count1 + 1 ) % 2, count2 );
  time2 = GetTime( CLOCK_REALTIME );
  glXGetVideoSyncSGI( count3 );
  
  if( count3 != prevCount + 1 ) 
  Print( Lost %i frames., count3 - prevCount - 1 );
  Print( Draw time: %f ms. Wait time: %f ms., 
  time1 - prevTime, time2 - time1 );
  prevCount = count3;
  prevTime = time2;
  
  glFlush();
  glXSwapBuffers( dpy, win );
  DrawFrame();
  }
  
  Now my problem is: While all the drawing and buffer swapping and
  printing works quite deterministic [1] the glXWaitVideoSyncSGI call
  seems to hang from time to time, i.e. there are some occurrences where
  it takes between 20 and 50 ms to return instead of the normal say 15-16
  ms (@60Hz).
  The number of these hangs increases drastically from a few lost frames
  in 1 frames when there's no load on the system to 1 lost in 5 frames
  when there's load on the X server, e.g. by 'tail -f'ing the log file in
  an xterm.
 
 I think I saw this same issue on my G400 some time ago. It seems to be 
 caused by the SOFTRAP interrupt misbehaving. For some reason the 
 interrupt only works when there's some accelerator activity. My plan was 
 to see enabling status data writeback (PRIMPTR) would fix it, but I got 
 sidetracked and forgot the whole issue.

Hmm, is there a way for me (not knowing what all this
SOFTRAP/PRIMPTR/fence stuff is all about) to test this? Is there some
place I can glean by what this interrupt is triggered and what it is
used for? 
What would break if I patched mga_irq.c to not enable MGA_SOFTRAP?

Note that I'm observing the same behaviour on radeon, is it possible
that this driver has similar issues?

Thanks for your time,
Jan


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[Bug 8042] The force_s3tc_enable value is ignored by the i915 driver.

2006-08-28 Thread bugzilla-daemon
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the URL shown below and enter yourcomments there. 
   
https://bugs.freedesktop.org/show_bug.cgi?id=8042  
 

[EMAIL PROTECTED] changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED




--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 09:43 ---
That's all, thanks.  
 
 
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[Bug 8042] The force_s3tc_enable value is ignored by the i915 driver.

2006-08-28 Thread bugzilla-daemon
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the URL shown below and enter yourcomments there. 
   
https://bugs.freedesktop.org/show_bug.cgi?id=8042  
 

[EMAIL PROTECTED] changed:

   What|Removed |Added

   Severity|major   |normal




--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 10:20 ---
At a quick glance, it looks to me like the vblank_mode and allow_large_textures
option (in both i830 and i915 contexts) would be broken just as well? The i965
driver also looks suspicious, though this one doesn't seem to initialize the
context option cache in the first place.
  
 
 
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results of Radeon 9800 Pro test

2006-08-28 Thread Jacek Poplawski
Hi,I removed fglrx from my system yesterday.I was using it to initialize my Radeon 9800 Pro before (old DRI driver crashed without that).Then I installed new drivers, and I tested following applications:
Blender - at least one problem - selection rendering (BKEY), this happens with many drivers (like mga), but it was working correctly last time on r300, step backward?Celestia - OKcube - fallbacks to software rendering
Emilia Pinball - OKEnemy Teritorry - OK
foobillard - OK (but fallbacks to software if I turn on reflections)galaxymage - OKglest - refuses to start (Exception: Your system supports OpenGL version 1.2 (1.3 Mesa 6.5.1) Glest needs at least version 
1.3 to work)globulation2 - OK (it crashed system on old drivers)lincity-ng - OKmplayer - OK (with xv, gl, gl2)
Neverball - OK
ppracer - OKQuake2 - OK (but dlopen bug requires LD_PRELOAD)sauerbraten - fallbacks to software renderingScorched3D - OK (max details)S.C.O.U.R.G.E. - OKsturmbahnfahrer - OKvamos - works, but many textures are missing (maybe that's an application problem)
warzone - OK xmoto - OKI was unable to crash the system at all, however, I haven't tried to run more than two OpenGL contexts yet(because I need to change Xorg.conf for that).I think that it is safe to say that Radeon 9800 Pro works stable and r300 driver is the best OpenGL implementation I ever seen in Linux
(much more stable than radeon, r200 or voodoo3, much more correct than mga or i810 and of course much more free than propertiary drivers).I hope that PCI-E cards are working great, too. I will check it within next few weeks.
Test System:

ATI Radeon 9800PRO NH (AGP)
AMD Athlon(tm) XP 1800+768MB RAM


Arch Linux
xorg-server 1.1.1, xf86-video-ati 6.6.2, libdrm 2.0.2, mesa 6.5.1rc1, kernel26 2.6.17.8PS. Is there any open source application which uses true 3D bump-mapping? Is it working on r300?

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Re: Unreliable timing of glXWaitVideoSyncSGI

2006-08-28 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jan Gukelberger wrote:

 I'm trying to port an application that presents visual stimuli for
 experiments in neuroscience from DirectFBGL to X/DRI. A main requirement
 is reliable timing of the drawing code, i.e. on every VSYNC a new frame
 must be ready in the back buffer so that the buffers can be swapped.
 
 For this purpose I start a graphics thread with SCHED_FIFO scheduler
 that does basically this:
 
 while( !Stopped() )
 {
   glXGetVideoSyncSGI( count1 );
   time1 = GetTime( CLOCK_REALTIME );
   glXWaitVideoSyncSGI( 2, ( count1 + 1 ) % 2, count2 );
   time2 = GetTime( CLOCK_REALTIME );
   glXGetVideoSyncSGI( count3 );
 
   if( count3 != prevCount + 1 ) 
   Print( Lost %i frames., count3 - prevCount - 1 );
   Print( Draw time: %f ms. Wait time: %f ms., 
   time1 - prevTime, time2 - time1 );
   prevCount = count3;
   prevTime = time2;
 
   glFlush();
   glXSwapBuffers( dpy, win );
   DrawFrame();
 }

This is not the right way to do this.  You want to use either
GLX_MESA_swap_control, GLX_SGI_swap_control, or GLX_OML_sync_control.
Each of these provides a way for the application to tell the driver the
maximum buffer swap frequency.

GLX_MESA_swap_control is the flavor supported by most of the open source
drivers.  To achieve the result you want, you'd call glXSwapIntervalMESA
with a value of 1.  For that extension, the default value is 0, which
means the driver should swap as fast as it can.

If you want to get some statistics about the swapping, you can use
GLX_MESA_swap_frame_usage.  That will tell you how fast your swaps are
actually happening.
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=nqhc
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Re: results of Radeon 9800 Pro test

2006-08-28 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jacek Poplawski wrote:

 glest - refuses to start (Exception: Your system supports OpenGL version 
 1.2 (1.3 Mesa 6.5.1) Glest needs at least version 1.3 to work)

This implies that glest is getting an indirect rendering context.  Could
you debug that a bit more?  It seems like it should get a direct
rendering context.

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=qCkC
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Re: results of Radeon 9800 Pro test

2006-08-28 Thread Jacek Poplawski
On 8/28/06, Ian Romanick [EMAIL PROTECTED] wrote:
 glest - refuses to start (Exception: Your system supports OpenGL version  1.2 (1.3 Mesa 6.5.1) Glest needs at least version 1.3 to work)This implies that glest is getting an indirect rendering context.
Yes, sorry, I tried to run it from root :-(It starts when I run it from user.Landscape renders correctly when I am in menu, but when I start game I see just gray screen and few white rectangles (missing textures again?).
I think that this application is just not mature enough - there is an error about 3D textures even if I disable it in menu:[EMAIL PROTECTED] glest]$ ./glestMesa: CPU vendor: AuthenticAMDMesa: CPU name: AMD Athlon(tm) XP 1800+
Mesa: MMX cpu detected.Mesa: 3DNow! cpu detected.Mesa: SSE cpu detected.Mesa: Not testing OS support for SSE, leaving enabled.Try R300_SPAN_DISABLE_LOCKING env var if this hangs.*WARN_ONCE*
File r300_vertexprog.c function t_dst_index line 184Unknown output 3***Couldn't process event: Error creating texture 3D*WARN_ONCE*
File r300_render.c function r300Fallback line 388Software fallback:ctx-RenderMode != GL_RENDER***
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Re: results of Radeon 9800 Pro test

2006-08-28 Thread Adam K Kirchhoff
Jacek Poplawski wrote:
 Hi,

 I removed fglrx from my system yesterday.
 I was using it to initialize my Radeon 9800 Pro before (old DRI driver
 crashed without that).
 Then I installed new drivers, and I tested following applications:



snip

 I think that it is safe to say that Radeon 9800 Pro works stable and
 r300 driver is the best OpenGL implementation I ever seen in Linux
 (much more stable than radeon, r200 or voodoo3, much more correct than
 mga or i810 and of course much more free than propertiary drivers).
 I hope that PCI-E cards are working great, too. I will check it within
 next few weeks.


While the r300 driver has, indeed, come a long way, I'm hesitant to call
it the best OpenGL implementation I've ever seen.  As of July, the r200
driver still out performed the r300 driver at nearly every OpenGL
application and game on my system.  I do agree with your assessment that
the r300 driver is much more stable than most of the other open source
drivers, however.

Adam



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Re: [r300] TCL fallback with Quake3

2006-08-28 Thread Brian Paul
Rune Petersen wrote:
 Brian Paul wrote:
 
Rune Petersen wrote:

Brian Paul wrote:


Rune Petersen wrote:


Roland Scheidegger wrote:



Rune Petersen wrote:



Hi,

Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.

The culprit:
if (!mesa_vp-Base.String)
  return;

To me it looks suspect because checking a pointer to the shader
string
to verify that the parsed shader is valid doesn't make sense to me.
And this check i omitted for fragment translation which uses the same
structure.

Anything obvious I missed?

That check is there to check if a shader string was even specified in
the first place (see the thread about Radeon 9200
GetProgramiv(GL_VERTEX_PROGRAM_ARB,... at the mesa3d-dev list). Maybe
there is some trouble with that, in the case of quake3 and r300 I'd
suspect it's because no string exists for the shader at all, because
quake3 obviously doesn't use vertex shaders and it's internally
generated by fixed function to shader conversion code.


That is what I suspected.
The way I see it Base.String is always set along side the
Base.Instructions pointer. Since the the code actual depends on
Base.Instructions it makes more sense to check it.

The only problem is I am unable to test if it failes as intended.

If you remove the test for mesa_vp-Base.String does Quake3 work?


It does.
The Mesa generated shaders doesn't set Base.String making Base.String a
bad choice for checking the validity of the Base struct.

I am just trying to find a check that is valid in all cases and can be
used by r300  r200.

Does replacing the above test with this work?

   if (mesa_vp-Base.NumInstructions == 0)
  return GL_FALSE;
 
 
 yes  (remove GL_FALSE, void function)


OK, I checked in this change.  The r200 version needs the return value.

-Brian

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Re: results of Radeon 9800 Pro test

2006-08-28 Thread Jacek Poplawski
While the r300 driver has, indeed, come a long way, I'm hesitant to callit the best OpenGL implementation I've ever seen.As of July, the r200
driver still out performed the r300 driver at nearly every OpenGLapplication and game on my system.But the problem is that r200 is not stable (at least on my system) which makes it unusable. It's very annoying when you want to play Enemy Territory for few hours or create something in complex Blender, and then see a crashed system.
I've noticed that performance drops when software changes OpenGL states too often. I am not sure how it works on other drivers/implementations.
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Re: results of Radeon 9800 Pro test

2006-08-28 Thread Adam K Kirchhoff
Jacek Poplawski wrote:
  

 While the r300 driver has, indeed, come a long way, I'm hesitant
 to call
 it the best OpenGL implementation I've ever seen.  As of July, the
 r200
 driver still out performed the r300 driver at nearly every OpenGL
 application and game on my system.  


 But the problem is that r200 is not stable (at least on my system)
 which makes it unusable. It's very annoying when you want to play
 Enemy Territory for few hours or create something in complex Blender,
 and then see a crashed system.

 I've noticed that performance drops when software changes OpenGL
 states too often. I am not sure how it works on other
 drivers/implementations.




The only real stability problems I've had with the r200 driver recently
is when I have multiple GL contexts running, and one of them goes beyond
the 2048x2048 hardware limit (in terms of location, not size).  So, for
example, when running a mergedfb setup at 2560x2048 and having GL
screensavers running on both heads.  I have no problems playing doom3 or
quake4 for hours on end with the r200 driver and it is significantly
faster than with the r300 driver.

Having said that, there's such progress being made on the r300 driver
that I rarely switch back to my9000Pro unless I really need to for some
reason.
 
Adam



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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=8009  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 14:16 ---
More testing:

I have discovered that running celestia 1.4.1 with XOrg 7.1 (FC6
release-candidate packages), exiting celestia and then running other OpenGL
games can cause my computer's GPU to lock up immediately. The other OpenGL game
in question is World of Warcraft, running under Wine 0.9.20/CVS in full-screen
mode. Running Warcraft in Direct3D mode seems to be OK, as far as the login
screen anyway. (I don't have a Warcraft account yet, so can't test any further.)
However, Wine implement Direct3D support in terms of libGL and libGLU, so
there's obviously something specific in OpenGL support which is killing my 
machine.

I have also discovered that celestia will *not* cause any trouble, provided only
the following rendering options are selected:
- antialiasing
- smooth lines
- stars
- galaxies
- automag

Rendering planets(!) *does* cause OpenGL problems later.  
 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 14:31 ---
(In reply to comment #15)
 I have also discovered that celestia will *not* cause any trouble, provided 
 only
 the following rendering options are selected:
 - antialiasing
 - smooth lines
 - stars
 - galaxies
 - automag
do problems also happen if you only select the multitexture render path? It
could be some weird initialization problem when the last app had vertex programs
enabled when exiting.
  
 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 15:03 ---
(In reply to comment #17)
 How would I test that? I don't remember any multi-texture render path option
 in celestia. Do you mean stopping celestia using GL_ARB_vertex_program?
? Options-OpenGL render path (or similar, it's in german here)  
 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 15:06 ---
(In reply to comment #18)
 (In reply to comment #17)
  How would I test that? I don't remember any multi-texture render path 
  option
  in celestia. Do you mean stopping celestia using GL_ARB_vertex_program?
 ? Options-OpenGL render path (or similar, it's in german here)
Ah wait or do you have some weird glut version or something? I've no idea about
how you'd configure that.  
 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 15:20 ---
(In reply to comment #11)
 Created an attachment (id=6710)
 -- (https://bugs.freedesktop.org/attachment.cgi?id=6710action=view) [edit]
 Screenshot from the given URL.
 
cel://Follow/Saturn/2006-08-26T22:42:15.02225?x=ChtazHUPKI1WDAy=gZrSQ8RMk14Cz=ZCyfD/SMJ4ua/wow=0.147406ox=0.882195oy=-0.302936oz=-0.328988select=Saturnfov=20.361984ts=1.00ltd=0rf=317335lm=0
This (and the other URL) works for me just fine. Hmm...  
 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 15:51 ---
a) If I disable GL_ARB_vertex_program in the configuration file, then celestia
is forced to use GL_NV_vertex_program instead. This means that the
multi-texture render path is the best rendering option that I can get. I can
then enable planets, ring shadows and eclipse shadows et al, and everything is
happy. (I see eclipse shadows, but not ring shadows. My machine doesn't crash
later.)

b) If I enable GL_ARB_vertex_program then celestia jumps to using the Open GL
render path before I can tell it to use the multi-texture one instead, after
which the damage is done.

c) I am using FC RPM package freeglut-2.4.0-4, which provides libglut.so.3.8.0. 
 
 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 16:13 ---
(In reply to comment #21)
 a) If I disable GL_ARB_vertex_program in the configuration file, then celestia
 is forced to use GL_NV_vertex_program instead.
This is impossible. This option is gone for good, if it is still there an old
r200_dri.so is picked up somewhere. (In fact it would explain at least some of
the misrendering, as it indeed partly looks like z-fighting which can be caused
by tcl fallbacks, which is exactly what would happen with an old driver (or
somewhat newer driver but old drm) and this option).

 This means that the
 multi-texture render path is the best rendering option that I can get. I can
 then enable planets, ring shadows and eclipse shadows et al, and everything is
 happy. (I see eclipse shadows, but not ring shadows. My machine doesn't crash
 later.)
 
 b) If I enable GL_ARB_vertex_program then celestia jumps to using the Open GL
 render path before I can tell it to use the multi-texture one instead, after
 which the damage is done.
 
 c) I am using FC RPM package freeglut-2.4.0-4, which provides 
 libglut.so.3.8.0.
No, I meant celestia version. Apparently you can compile it for glut only, gtk
or kde. And the kde version has the option to select other render paths, I don't
know about the other versions.  
 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 16:26 ---
I configured celestia 1.4.1 with gnome and cairo support, because I don't have a
KDE desktop.  
 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 16:45 ---
Hmm, GL_NV_vertex_program is an option in driconf, under Features that are not
hardware accelerated. GL_ARB_vertex_program used to be here too, until it was
implemented in hardware in XOrg 7.1.

I used to enable both... Should I turn GL_NV_vertex_program off and let celestia
use GL_ARB_vertex_program, then? I don't know where GL_NV_vertex_program is
coming from, but *someone* is putting it in my glxinfo. (See comment #3).   
   
 
 
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Re: drm addmap broken on 32bit archs

2006-08-28 Thread Stephane Marchesin
Stephane Marchesin wrote:
 Hello,

 The drm addmap code got broken with the recent switch to the hash table
 implementation. Specifically, when two maps have the same adress on 32
 bits, they end up with the same key and nothing is done to resolve the
 collision, which results in a failind addmap. This is annoying.

   
nm, Dave and Michel both told me that this was fixed already.

Stephane


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Re: results of Radeon 9800 Pro test

2006-08-28 Thread Michel Dänzer
On Mon, 2006-08-28 at 21:01 +0200, Jacek Poplawski wrote:
 
 Quake2 - OK (but dlopen bug requires LD_PRELOAD)

I should have fixed this two weeks ago, isn't that working for you?
Maybe you're hitting 'new driver needs new libGL' due to Ian's dispatch
changes?


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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 16:59 ---
OK, good news and bad news:

The good news is that disabling GL_NV_vertex_program and enabling
GL_ARB_vertex_program fixes the rendering artifacts in celestia. I now see
correct ring shadows and eclipse shadows.

The bad news is that afterwards, my OpenGL Warcraft session still crashes.  

 
 
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[Bug 8009] OpenGL VertexProgramARB producing incorrect results with celestia 1.4.1

2006-08-28 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-28 18:06 ---
(In reply to comment #25)
 OK, good news and bad news:
 
 The good news is that disabling GL_NV_vertex_program and enabling
 GL_ARB_vertex_program fixes the rendering artifacts in celestia. I now see
 correct ring shadows and eclipse shadows.
Ok, so the bad rendering was somehow caused by the software vertex shader (maybe
because of the fallback itself). I'm not sure why celestia would prefer NV_vp if
ARB_vp is available, seems kinda backwards to me. I don't think you actually
ever want to enable (software) NV_vp.

 The bad news is that afterwards, my OpenGL Warcraft session still crashes.
Unfortunately I don't have WoW, but I'll try to reproduce it with other apps.
  
 
 
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Re: results of Radeon 9800 Pro test

2006-08-28 Thread Aapo Tahkola
On Mon, 28 Aug 2006 21:21:59 +0200
Jacek Poplawski [EMAIL PROTECTED] wrote:

 On 8/28/06, Ian Romanick [EMAIL PROTECTED] wrote:
 
   glest - refuses to start (Exception: Your system supports OpenGL
   version
  
   1.2 (1.3 Mesa 6.5.1) Glest needs at least version 1.3 to work)
 
  This implies that glest is getting an indirect rendering context.
 
 
 Yes, sorry, I tried to run it from root :-(
 
 It starts when I run it from user.
 Landscape renders correctly when I am in menu, but when I start game
 I see just gray screen and few white rectangles (missing textures
 again?). I think that this application is just not mature enough -
 there is an error about 3D textures even if I disable it in menu:
 
 [EMAIL PROTECTED] glest]$ ./glest
 Mesa: CPU vendor: AuthenticAMD
 Mesa: CPU name: AMD Athlon(tm) XP 1800+
 Mesa: MMX cpu detected.
 Mesa: 3DNow! cpu detected.
 Mesa: SSE cpu detected.
 Mesa: Not testing OS support for SSE, leaving enabled.
 Try R300_SPAN_DISABLE_LOCKING env var if this hangs.
 *WARN_ONCE*
 File r300_vertexprog.c function t_dst_index line 184
 Unknown output 3
 ***
 Couldn't process event: Error creating texture 3D
 *WARN_ONCE*
 File r300_render.c function r300Fallback line 388
 Software fallback:ctx-RenderMode != GL_RENDER
 ***

This doesn't even work with full raster fallbacks in r300.

With my Ati Radeon 7000 (Freedesktop-DRI-Drivers) I just saw a grey
area ingame, until I deactivated shadows and 3D-textures in the
options. --
http://www.glest.org/board2/viewtopic.php?t=1162sid=9d6b42d8f9429e5e6b259b63e13f9816

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