[Bug 14799] [i915 sRGB texture] sRGB texture enabled but not actually working

2008-03-07 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=14799


Shuang He <[EMAIL PROTECTED]> changed:

   What|Removed |Added

 Status|RESOLVED|VERIFIED




--- Comment #3 from Shuang He <[EMAIL PROTECTED]>  2008-03-07 21:05:23 PST ---
verified, thanks, krh


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[Bug 14799] [i915 sRGB texture] sRGB texture enabled but not actually working

2008-03-07 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=14799


Shuang He <[EMAIL PROTECTED]> changed:

   What|Removed |Added

 Status|ASSIGNED|RESOLVED
 Resolution||FIXED




--- Comment #2 from Shuang He <[EMAIL PROTECTED]>  2008-03-07 21:05:05 PST ---
it's fixed


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[Bug 14507] 855GM Suspend bug

2008-03-07 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=14507


Julien Cristau <[EMAIL PROTECTED]> changed:

   What|Removed |Added

 AssignedTo|dri-|[EMAIL PROTECTED]
   |[EMAIL PROTECTED] |
  QAContact||[EMAIL PROTECTED]




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Re: [Bug 14840] radeon 60 wakeups after resume

2008-03-07 Thread Jose Rodriguez
On Tue, 3 Nov 2026 06:25:38 +
Jose Rodriguez <[EMAIL PROTECTED]> wrote:

> On Fri,  7 Mar 2008 11:28:17 -0800 (PST)
> [EMAIL PROTECTED] wrote:
> 
> > http://bugs.freedesktop.org/show_bug.cgi?id=14840
> 
> 
> > --- Comment #3 from Alex Deucher <[EMAIL PROTECTED]>  2008-03-07
> > 11:28:16 PST --- does this patch help:
> > http://www.botchco.com/alex/xorg/entervt.diff

Oops, it seems that my first answer didn't get through. Yes, it
works well now. I experienced some screen corruption with some
application though, let me have this opened one more day to double
check.

Thanks

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Re: latest xf86-video-ati breaks vt-switch/suspend/hibernate

2008-03-07 Thread Alec Robertson
Hi,

> Any chance you could use git bisect to track down which change caused
> the regression?

Well after a ton of reboots (my poor laptop!)...

master~30 ~20 ~19 ~18 = ok
master ~17 ~15 ~10 = crash on resume, requires reboot
master = fails to even start X, requires reboot

git bisect gives:

dd8ee1b444f4b973a1e0fadca5f943f2162b5e94 is first bad commit
commit dd8ee1b444f4b973a1e0fadca5f943f2162b5e94
Author: Alex Deucher <[EMAIL PROTECTED](none)>
Date:   Sat Mar 1 16:23:51 2008 -0500

RADEON: memmap rework 1

Don't restore memmap regs on every mode switch.
Just do memmap save/restore/setup on server start and VT switch.

:04 04 18282e19fca68b7c5313b2cfcf8963fc6f7eb406 
b7fd89d7822cecf666de7b7b45e8cf0dbc2dbc7e M  src

> Does reverting: a0a73208a21546ac120fb9a463261836c9ea7b55 help?

Nope, this gave the same result as git master, ie a black screen when
starting X, pressing ctrl-alt-backspace eventually killed something as I
get the acpi messages. But I cannot get back to a VT and need to reboot.

Alec

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[Bug 14840] radeon 60 wakeups after resume

2008-03-07 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=14840





--- Comment #3 from Alex Deucher <[EMAIL PROTECTED]>  2008-03-07 11:28:16 PST 
---
does this patch help:
http://www.botchco.com/alex/xorg/entervt.diff


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Re: latest xf86-video-ati breaks vt-switch/suspend/hibernate

2008-03-07 Thread Alex Deucher
On Thu, Mar 6, 2008 at 11:12 PM, Alec Robertson <[EMAIL PROTECTED]> wrote:
> Hi,
>
>
>  > Any chance you could use git bisect to track down which change caused
>  > the regression?
>
>  Well after a ton of reboots (my poor laptop!)...
>
>  master~30 ~20 ~19 ~18 = ok
>  master ~17 ~15 ~10 = crash on resume, requires reboot
>  master = fails to even start X, requires reboot
>
>  git bisect gives:
>
>  dd8ee1b444f4b973a1e0fadca5f943f2162b5e94 is first bad commit
>  commit dd8ee1b444f4b973a1e0fadca5f943f2162b5e94
>  Author: Alex Deucher <[EMAIL PROTECTED](none)>
>  Date:   Sat Mar 1 16:23:51 2008 -0500
>
> RADEON: memmap rework 1
>
> Don't restore memmap regs on every mode switch.
> Just do memmap save/restore/setup on server start and VT switch.
>
>  :04 04 18282e19fca68b7c5313b2cfcf8963fc6f7eb406 
> b7fd89d7822cecf666de7b7b45e8cf0dbc2dbc7e M  src
>
>  > Does reverting: a0a73208a21546ac120fb9a463261836c9ea7b55 help?
>
>  Nope, this gave the same result as git master, ie a black screen when
>  starting X, pressing ctrl-alt-backspace eventually killed something as I
>  get the acpi messages. But I cannot get back to a VT and need to reboot.

I have the same laptop, but unfortunately, I can't reproduce the
problem.  Does this patch help:
http://www.botchco.com/alex/xorg/entervt.diff

Alex

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[Bug 14799] [i915 sRGB texture] sRGB texture enabled but not actually working

2008-03-07 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=14799


Kristian Høgsberg <[EMAIL PROTECTED]> changed:

   What|Removed |Added

 Status|NEW |ASSIGNED




--- Comment #1 from Kristian Høgsberg <[EMAIL PROTECTED]>  2008-03-07 10:48:42 
PST ---
Just committed this:

commit 1e6943cf5592186c3721dfefbdcf1a519a79bd8f
Author: Kristian Høgsberg <[EMAIL PROTECTED]>
Date:   Fri Mar 7 13:45:09 2008 -0500

[intel] Only enable GL_EXT_texture_sRGB on i965.

Fixes #14799.

Should fix this issue.  There may be similar problems with GL_NV_point_sprite,
GL_ARB_texture_non_power_of_two, GL_NV_texture_rectangle,
GL_EXT_texture_rectangle, GL_ARB_point_sprite, GL_ARB_point_parameters, and
GL_EXT_blend_logic_op, though I do think i915 supports those.


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http://wiki.x.org/wiki/Development/git updated

2008-03-07 Thread Jesse Barnes
I found myself pointing people at krh's blog post on building the stack a lot 
recently, so I figured it should be made into an x.org wiki page.  We already 
had a git development guide started, so I updated it based on krh's guide and 
a couple of the replies in his blog.

Please give it a try and update it as needed (it could use a little 
beautifying, for example adding links for the various sections), and is 
missing proto & library build info, as well as a Gallium build guide, but it 
should be useful as-is...

Jesse

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Re: DRM & QWS

2008-03-07 Thread Jesse Barnes
On Friday, March 07, 2008 1:21 am Tom Cooksey wrote:
> I'm a developer working on getting OpenGL ES working with QWS - the window
> system built into Qt/Embedded. That is, Trolltech's own windowing system,
> completely independent of X. The typical hardware we're working with is
> PowerVR MBX, an OpenGL ES 1.1 complient device. We have also played with
> ATI mobile chipsets. One thing all these devices have in common is rubbish
> (IMO), closed source drivers. The only API we have for them is EGL, the
> only on-screen surface is the entire display.
>
> While we are continuing development with these devices, I'm very keen to
> develop a proof-of-concept driver using an open source desktop OpenGL
> implementation. I want to show people what can be done with decent (& open)
> drivers.

Great, that's one of the goals we had in mind when changing the DRM recently.  
There's actually some standalone OpenGL code in the Mesa tree that can be 
used as a starting point (EGL & miniglx, two separate ways of doing that).

> The first step I'd like to make is to just get something on the screen. I
> was wondering if it's possible to use DRM to just map the framebuffer into
> a user process's address space and use it like we would use the LinuxFB
> device? Or do modern frame buffer drivers use the DRM themselves to do
> this?

Yeah, that should be doable with the current code on Intel & ATI devices.  
You'll have to allocate a new buffer object for your front buffer, then use 
it to set a new mode.

We'd really like to hear any feedback you have about the interfaces and 
design; given that what you're doing is something we'd really like to 
support, we want to make sure we get it right before it gets pushed upstream 
into Linux and set in stone.

Thanks,
Jesse

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[Bug 14507] 855GM Suspend bug

2008-03-07 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=14507





--- Comment #14 from Alexey Kuznetsov <[EMAIL PROTECTED]>  2008-03-07 03:56:33 
PST ---
Same problem


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Re: DRM & QWS

2008-03-07 Thread Jerome Glisse
On Fri, 7 Mar 2008 10:21:28 +0100
Tom Cooksey <[EMAIL PROTECTED]> wrote:

> Hi,
> 
> I'm a developer working on getting OpenGL ES working with QWS - the window 
> system
> built into Qt/Embedded. That is, Trolltech's own windowing system, completely
> independent of X. The typical hardware we're working with is PowerVR MBX, an
> OpenGL ES 1.1 complient device. We have also played with ATI mobile chipsets. 
> One
> thing all these devices have in common is rubbish (IMO), closed source 
> drivers. The only
> API we have for them is EGL, the only on-screen surface is the entire display.
> 
> While we are continuing development with these devices, I'm very keen to 
> develop a
> proof-of-concept driver using an open source desktop OpenGL implementation. I 
> want
> to show people what can be done with decent (& open) drivers.
> 
> I'm pretty new to X, DRI & associated code bases but have spent the last few 
> months
> reading documentation & code, trying to understand how everything works 
> together.
> I think I've now got to a stage where I've read everything I could find and 
> need some
> help.
> 
> The effect I'm looking for is iPhone/Compiz style window composition. We have 
> this
> already, but the problem is that the drivers are designed for a single process
> accessing the hardware at a time. This is fine if there's only a single 
> process (in QWS,
> the window system is a shared library which is loaded by the first 
> application to be
> launched). All the windows can be drawn into off-screen pbuffers and then 
> used as
> textures to be rendered onto the screen. The problem comes when there are 
> multiple
> processes. Our current solution is to get the client processes to use our 
> raster paint
> engine to render into shared memory, which the server then uploads as a 
> texture.
> As you can imagine, this is *SLOW*. It also doesn't allow client processes to 
> use
> OpenGL themselves - something we really want to have.
> 
> What we want to do is use our OpenGL paint engine (or, even better, an OpenVG
> paint engine - which maps much better to Qt's painter API) in the client 
> processes.
> The client processes render both 2D windows and OpenGL calls to off-screen
> buffers, which the server can use as textures. We'd also like video to be 
> handled in
> a similar way (VAAPI?).
> 
> >From what I've read, AIGLX allows compiz to composite OpenGL window surfaces
> because it's the X server which does the rendering. I.e. X clients serialize 
> OpenGL
> commands and send them to the server via GLX. While we could do this too, (and
> will probably have to do this for nasty closed source OpenGL ES drivers), I
> stumbled upon this:
> 
> http://hoegsberg.blogspot.com/2007/08/redirected-direct-rendering.html
> 
> What I'm hoping to do is bring together all the very fine work done in the 
> last few
> years. What I'm stuck on is how everything is going to hang together. This is 
> what
> I have so far (most of which is probably wrong, so please correct):
> 
> Write a QWS driver where the server opens the framebuffer using DRM 
> Modesetting.
> The server also initializes the DRM. QWS clients render into off-screen 
> buffers 
> (pbuffers or Framebuffer objects?) using OpenGL (Mesa/Gallium?). The QWS 
> client
> then magicaly gets the DRM ID of the off-screen buffer (Is there a 1:1 
> relationship
> between a DRM buffer and a framebuffer object's color buffer?). The clients 
> then 
> send that DRM ID to the server. The server then somehow magically tells 
> mesa/gallium about the buffer which is then (also magically) mapped to a 
> texture
> name/ID and used as a texture to be drawn into the framebuffer.
> 
> Obviously, I still have a lot to learn. :-D
> 
> The first step I'd like to make is to just get something on the screen. I was
> wondering if it's possible to use DRM to just map the framebuffer into a user
> process's address space and use it like we would use the LinuxFB device? Or
> do modern frame buffer drivers use the DRM themselves to do this?
> 
> 
> Any/all comments, suggestions & insults are welcome. :-)
> 
> 
> Cheers,
> 
> Tom

In drm tree you can find example on how to use drm modesetting (test directory).
The drm modesetting interface is going under heavy change Dave, Jesse and Jakob
are one working on that, so it's likely going to evolve a bit see 
http://dri.freedesktop.org/wiki/DrmModesetting for an overview of what the
current aim is.

Once you got your app in charge of modesetting, then you can work on winsys
gallium driver. winsys driver is the part which interface with your windowing
system. As you are not using X you need to do your own winsys, but this will
likely end up being a lot of cut & paste. What you also need is somethings like
DRI2 ie passing drm object id is not enough for compositor. DRM buffer object
don't have information on the size or format or data they containt. So you need
to pass BO ID between your server and your client through somethings like DRI2
where along

DRM & QWS

2008-03-07 Thread Tom Cooksey
Hi,

I'm a developer working on getting OpenGL ES working with QWS - the window 
system
built into Qt/Embedded. That is, Trolltech's own windowing system, completely
independent of X. The typical hardware we're working with is PowerVR MBX, an
OpenGL ES 1.1 complient device. We have also played with ATI mobile chipsets. 
One
thing all these devices have in common is rubbish (IMO), closed source drivers. 
The only
API we have for them is EGL, the only on-screen surface is the entire display.

While we are continuing development with these devices, I'm very keen to 
develop a
proof-of-concept driver using an open source desktop OpenGL implementation. I 
want
to show people what can be done with decent (& open) drivers.

I'm pretty new to X, DRI & associated code bases but have spent the last few 
months
reading documentation & code, trying to understand how everything works 
together.
I think I've now got to a stage where I've read everything I could find and 
need some
help.

The effect I'm looking for is iPhone/Compiz style window composition. We have 
this
already, but the problem is that the drivers are designed for a single process
accessing the hardware at a time. This is fine if there's only a single process 
(in QWS,
the window system is a shared library which is loaded by the first application 
to be
launched). All the windows can be drawn into off-screen pbuffers and then used 
as
textures to be rendered onto the screen. The problem comes when there are 
multiple
processes. Our current solution is to get the client processes to use our 
raster paint
engine to render into shared memory, which the server then uploads as a texture.
As you can imagine, this is *SLOW*. It also doesn't allow client processes to 
use
OpenGL themselves - something we really want to have.

What we want to do is use our OpenGL paint engine (or, even better, an OpenVG
paint engine - which maps much better to Qt's painter API) in the client 
processes.
The client processes render both 2D windows and OpenGL calls to off-screen
buffers, which the server can use as textures. We'd also like video to be 
handled in
a similar way (VAAPI?).

>From what I've read, AIGLX allows compiz to composite OpenGL window surfaces
because it's the X server which does the rendering. I.e. X clients serialize 
OpenGL
commands and send them to the server via GLX. While we could do this too, (and
will probably have to do this for nasty closed source OpenGL ES drivers), I
stumbled upon this:

http://hoegsberg.blogspot.com/2007/08/redirected-direct-rendering.html

What I'm hoping to do is bring together all the very fine work done in the last 
few
years. What I'm stuck on is how everything is going to hang together. This is 
what
I have so far (most of which is probably wrong, so please correct):

Write a QWS driver where the server opens the framebuffer using DRM Modesetting.
The server also initializes the DRM. QWS clients render into off-screen buffers 
(pbuffers or Framebuffer objects?) using OpenGL (Mesa/Gallium?). The QWS client
then magicaly gets the DRM ID of the off-screen buffer (Is there a 1:1 
relationship
between a DRM buffer and a framebuffer object's color buffer?). The clients 
then 
send that DRM ID to the server. The server then somehow magically tells 
mesa/gallium about the buffer which is then (also magically) mapped to a texture
name/ID and used as a texture to be drawn into the framebuffer.

Obviously, I still have a lot to learn. :-D

The first step I'd like to make is to just get something on the screen. I was
wondering if it's possible to use DRM to just map the framebuffer into a user
process's address space and use it like we would use the LinuxFB device? Or
do modern frame buffer drivers use the DRM themselves to do this?


Any/all comments, suggestions & insults are welcome. :-)


Cheers,

Tom


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Re: tracked down a problem with memory validation

2008-03-07 Thread Thomas Hellström
Thomas Hellström wrote:
> Dave Airlie wrote:
>   
>> Hi Thomas,
>>
>> Okay I've come across a problem in the kernel memory validaton that
>> I'm not sure how to solve,
>>
>> The sequence of events is something like..
>>
>> a) allocate frontbuffer MEM_LOCAL.
>> b) setstatus into MEM_VRAM  | MEM_TT
>> c) emit a relocation in a batchbuffer to its BO for only MEM_TT
>> (possibly a bug - need to setup better)
>> 
Well, even if it's a bug, the kernel should obviously stop of NO_EVICT 
buffers to submit relocations which cause them to be moved, and error in 
this case. I think I have a patch for that lying around somehere...

/Thomas




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Re: tracked down a problem with memory validation

2008-03-07 Thread Thomas Hellström
Dave Airlie wrote:
> Hi Thomas,
>
> Okay I've come across a problem in the kernel memory validaton that
> I'm not sure how to solve,
>
> The sequence of events is something like..
>
> a) allocate frontbuffer MEM_LOCAL.
> b) setstatus into MEM_VRAM  | MEM_TT
> c) emit a relocation in a batchbuffer to its BO for only MEM_TT
> (possibly a bug - need to setup better)
> d) submit batchbuffer.
>
> Now although what I may be doing is slightly wrong, what the bo mem
> layer does it really wierd..
>
> as drm_bo_mem_compat fails as the VRAM bit is left over, it calls into
> the drm_bo_mem_space function
> which allocates a chunk of TTM memory space for the frontbuffer again,
> and again, and again, until I run out of aperture.
>   
That's really odd. It shouldn't do that. Do you have a small test app?
> Setting the flags on setstatus to MEM_TT, makes it work but I just
> thought I raise the issue.
>   
We should be hitting basically the same code paths, but clearly 
something is wrong.

/Thomas

> Dave.
>   




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