[Bug 8079] r300 freezes system in agp-mode but not when glxgears etc. is running

2006-08-31 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=8079  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-08-31 01:41 ---
(In reply to comment #0)
 The system will not freeze. Not while glxgears are causing the cpu to waste
 resources.

FWIW, I doubt it's the CPU that matters but more likely the GPU. Tweaking the
driconf settings vblank_mode and fthrottle_mode may help reduce CPU usage while
hopefully preserving the same effect. Also, making the window smaller may
preserve the effect as well. I know it's still an ugly workaround, but maybe
this'll make it a little more bearable. :)


 Workaround: Changing various AGP and driver options will not make any
 difference, only disabling glx or setting BusType PCI will help.

So you've tried commenting out all AGP options, BackingStore, ColorTiling,
EnablePageFlip and DynamicClocks?

PS: Why do you set NoMTRR?  
 
 
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[Bug 6624] AIGLX reports not supported visuals

2006-08-31 Thread bugzilla-daemon
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[Bug 6624] AIGLX reports not supported visuals

2006-08-31 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=6624  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-08-31 01:57 ---
(In reply to comment #19)
Right, I still see this for my Radeon 7200 (R100), too. X, etc. are almost up
to date (Fedora rawhide). Moreover, the savage driver is affected, too (IBM
ThinkPad T23 sporting a SuperSavage IX/C). For the latter, Xorg.0.log 
reports:

(WW) AIGLX: 3D driver claims to not support visual 0x23
 (WW) AIGLX: 3D driver claims to not support visual 0x24
 (WW) AIGLX: 3D driver claims to not support visual 0x25
 (WW) AIGLX: 3D driver claims to not support visual 0x26
 (WW) AIGLX: 3D driver claims to not support visual 0x27
 (WW) AIGLX: 3D driver claims to not support visual 0x28
 (WW) AIGLX: 3D driver claims to not support visual 0x29
 (WW) AIGLX: 3D driver claims to not support visual 0x2a
 (WW) AIGLX: 3D driver claims to not support visual 0x2b
 (WW) AIGLX: 3D driver claims to not support visual 0x2c
 (WW) AIGLX: 3D driver claims to not support visual 0x2d
 (WW) AIGLX: 3D driver claims to not support visual 0x2e
 (WW) AIGLX: 3D driver claims to not support visual 0x2f
 (WW) AIGLX: 3D driver claims to not support visual 0x30
 (WW) AIGLX: 3D driver claims to not support visual 0x31
 (WW) AIGLX: 3D driver claims to not support visual 0x32.

After launching glxgears, a Mesa warning is spawned to the shell:

 libGL warning: 3D driver claims to not support visual 0x4b.  
 
 
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[Bug 6624] AIGLX reports not supported visuals

2006-08-31 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-31 02:02 ---
Please don't clutter up this report with more of the same information that's
already here. Thanks.  
 
 
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[Bug 8056] s3tc broken in ut2004

2006-08-31 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=8056  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-08-31 03:34 ---
 The slowness:
 Failing back to sw-tcl
 This bug was introduced some days ago, and was fixed yesterday, please update.

Any slowness in question goes beyond this one issue - the r300 driver is much
slower than fglrx, which is yet slower than the windows driver.  UT2004 is a
game that I should theoretically have no problems playing on my hardware with
all of the settings cranked up - when it first came out I was playing it on a
Mobility Radeon 9000 IGP in windows.  I haven't tried running it on r300 with
the settings all at a bare minimum, but I have them mostly at normal, which
isn't unreasonable either.  So my point here, I guess, is that there's a huge
performance issue with the driver at present, since I can't even get playable
framerates, but it's out of the scope of this bug.  
 
 
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[Bug 8056] s3tc broken in ut2004

2006-08-31 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=8056  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-08-31 04:57 ---
It is common knowledge that r300 is slow, but UT 2004 is playable provided you
set UseVBO=True. This should give a 3x speedup.  
 
 
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Re: Doom3 benchmarks.

2006-08-31 Thread Aapo Tahkola
On Wed, 30 Aug 2006 20:50:16 +0200
Rune Petersen [EMAIL PROTECTED] wrote:

 Aapo Tahkola wrote:
  On Sun, 13 Aug 2006 02:17:40 +0200
  Rune Petersen [EMAIL PROTECTED] wrote:
  
  Roland Scheidegger wrote:
  Rune Petersen wrote:
  Roland Scheidegger wrote:
  Adam K Kirchhoff wrote:
  Just thought I'd post some updated benchmarks of Doom3.  These
  were all run with the first timedemo at 640x480, and (for the
  open source drivers) with ColorTiling turned on in the
  xorg.conf file.  I'll list all tests with the open source
  drivers first:
 
  x700 + r300 (with arb renderer) - 5.5 FPS (There's not much
  point in testing it with the r200 or arb2 renderers at the
  moment.)
  What's the problem with arb2?
  fragment.position input is not implemented yet. fglrx driver
  parses it from VP to FP via a texcoord route. I've been hitting
  my head on this for some time. Only got as far as only getting a
  soft lockup which isn't very useful.
  That kinda makes sense. On r200 you could already pass vertex data
  to the fragment registers (but you couldn't use position as
  input), so the data was interpolated by the texcoord interpolator
  but texture lookup was disabled (see the ATI_fs spec / r200 dri
  implementation). At first sight looks like a similar mechanism
  might be used by r300 I guess, interpolating position or texcoords
  isn't too different is it?
 
  I've had been looking into this, and the vertex shader is supplying
  the position to the fragment shader as a texcoord, the only
  apparent difference in shader setup between a position and a real
  texcoord, is a real texcoord is supplied as input for the vertex
  shader.
 
 
  I would really like to capture the vertex program of
  program/fp/tri-depth and the fglrx driver.
 
  But I'm betting the vertex shader is capable of writing to a
  texcoord. All I need is a safe way for the vertex shader code to
  know if the fragment shader needs the position.
 
  Any help with this would be great.
  
  Bug #8056 patch can do this. Take a look at
  r300_select_vertex_shader().
 
 Thank you.
 
 
 About your patch:
 
 Can't reproduce your result with gearbox
 [drm:r300_emit_carefully_checked_packet0] *ERROR* Offset failed range
 check (reg=4e28 sz=1)
 [drm:r300_do_cp_cmdbuf] *ERROR* r300_emit_packet0 failed

It should be same as t-offset when the cube is drawn.

 
 
 subtexrate:
 The result is not too reliable with this, but at least it doesn't
 crash =) There looks to be a mess up of src  dest. sometimes the src
 is the teapot other times the root window.

doSubRect cases will definitely fail.

It would seem as if the clip rects would be relative to something
else. Odd that it never crashes with default clip rects...

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[Bug 8079] r300 freezes system in agp-mode but not when glxgears etc. is running

2006-08-31 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=8079  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-08-31 07:42 ---
(In reply to comment #7)
 (In reply to comment #0)
  The system will not freeze. Not while glxgears are causing the cpu to waste
  resources.

 FWIW, I doubt it's the CPU that matters but more likely the GPU. Tweaking the
 driconf settings vblank_mode and fthrottle_mode may help reduce CPU usage 
 while
 hopefully preserving the same effect. Also, making the window smaller may
 preserve the effect as well. I know it's still an ugly workaround, but maybe
 this'll make it a little more bearable. :)

fthrottle_mode=0, vblank_mode=0: 100% CPU usage, but no freezes.
fthrottle_mode=0, vblank_mode=3: 0% CPU usage, even with big window. Freezes
after a while.

fthrottle_mode=1, vblank_mode=0: CPU usage is very low. After a few minutes,
both monitors suddenly go blank (switch off), keyboard is dead, I have to push
the reset button. Nothing in log files.
fthrottle_mode=1, vblank_mode=3: 0% CPU usage. Again, freezes.

fthrottle_mode=2, vblank_mode=0: System seems to run stable (testing for at
least 25 minutes now). But this is strange: CPU usage is at medium level (around
55-70%) at normal size. When I resize the glxgears window so that it becomes
smaller, CPU usage *increases* to around 80-90%.  Now I increase the window so
that it is bigger than the standard size. CPU usage goes down to 10-25%. I have
no clue why, this makes no sense to me. When I increase the window once more,
CPU usage will slightly go up again. A nearly full-size window will consume
about 50% cpu resources. However, the smaller the glxgears window, the more
responsive the other applications become; a bigger glxgears window makes
everything else become a bit slower.
fthrottle_mode=2, vblank_mode=3: 0% CPU usage. Freezes.

So far, fthrottle_mode=2, vblank_mode=0 seems to be the best option. I'm not
quite sure this is 100% stable though, but until now it works. If it freezes,
I'll report this of course.

I agree this is not a problem with the CPU usage, but it seems to be somehow
related to it. Generating high CPU usage without OpenGL applications still
freezes the system. Maybe, now at least we can narrow the problem to a specific
module? I actually don't expect it to be Mesa but I have no knowledge of these
things...

Is there anything else I could try?

  Workaround: Changing various AGP and driver options will not make any
  difference, only disabling glx or setting BusType PCI will help.

 So you've tried commenting out all AGP options, BackingStore, ColorTiling,
 EnablePageFlip and DynamicClocks?
Yes, but to be on the safe side, I've tried it again. It didn't help though.
These options are on when using BusType PCI and don't have any bad influence 
there.

 PS: Why do you set NoMTRR?
For no particular reason. I've just searched for solutions on various forums and
tried out all the options I could find. I have turned it off now, but it doesn't
make any difference either.
  
 
 
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Re: results of Radeon 9800 Pro test

2006-08-31 Thread Jacek Poplawski
I tried doom3, while it doesn't work correctly with default renderer, it is quite playable with arb renderer. And it has much more than 5fps.-- Free Software - find interesting programs and change themNetHack - meet interesting creatures, kill them and eat their bodies
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[Bug 8079] r300 freezes system in agp-mode but not when glxgears etc. is running

2006-08-31 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-08-31 13:51 ---
(In reply to comment #8)

 So far, fthrottle_mode=2, vblank_mode=0 seems to be the best option. I'm not
 quite sure this is 100% stable though, but until now it works. If it freezes,
 I'll report this of course.

Update: The system crashed with these settings while performing emerge --sync in
background on tty1.

 fthrottle_mode=0, vblank_mode=0: 100% CPU usage, but no freezes.
But this seems safe. No freezes even when emerging packages... so far.
  
 
 
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Re: results of Radeon 9800 Pro test

2006-08-31 Thread Adam K Kirchhoff
Jacek Poplawski wrote:
 I tried doom3, while it doesn't work correctly with default renderer,
 it is quite playable with arb renderer. And it has much more than 5fps.


Sorry, but not here it doesn't.

I updated my drivers from CVS on August 29th and have just run demo1. 
800x600 resolution, lowest quality video settings, arb renderer, on a
dual 2.8 gig xeon with a gig of RAM.  The demo averaged 5.6 FPS.

Have you run demo1?  What's your system configuration?  Made any changes
to your doom config file? Anything special in your .drirc?

Adam



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Re: results of Radeon 9800 Pro test

2006-08-31 Thread Jacek Poplawski
I updated my drivers from CVS on August 29th I use binary package xf86-video-ati 
6.6.2-1 from Arch Linux testing repositoryglxinfo shows:OpenGL renderer string: Mesa DRI R300 20060815 AGP 1x x86/MMX+/3DNow!+/SSE TCLxorg shows:Chipset ATI Radeon 9800PRO NH (AGP) found
800x600 resolution, I use 1024x768 resolution
lowest quality video settings, I tried lowest with all advanced options disabled except bump mapping and the result was 12fps, I turnet off bumpmapping (because I haven't seen it) and the result was:
2148 frames rendered in 161.3 seconds = 13.3 fpsI think it's more like 15fps, but there are occasional slowdowns to something like 1fps.I will make more tests later.
arb renderer, sameon adual 2.8 gig xeon with a gig of RAM.
Athlon XP 1800, 768MB Have you run demo1?
I entered timedemo demo1 on consoleWhat's your system configuration?
See first post in thread.Made any changesto your doom config file? 
Only changed renderer.Anything special in your .drirc?
I don't even have it. -- Free Software - find interesting programs and change themNetHack - meet interesting creatures, kill them and eat their bodiesUsenet - meet interesting people from all over the world and flame them
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Re: results of Radeon 9800 Pro test

2006-08-31 Thread Jacek Poplawski
High quality, 1024x768, advanced options enabled except antialiasing and sync:2148 frames rendered in 243.2 seconds = 8.8 fpsMaybe Radeon 9800 just works better with DRI than other cards?
-- Free Software - find interesting programs and change themNetHack - meet interesting creatures, kill them and eat their bodiesUsenet - meet interesting people from all over the world and flame themDecopter - unrealistic helicopter simulator, get it from 
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