Re: [PATCH] drm & i915 vblank fixes

2008-07-21 Thread Michel Dänzer
On Sun, 2008-07-20 at 12:46 +0200, Michel Dänzer wrote:
> On Sat, 2008-07-19 at 12:54 -0400, Robert Noland wrote:
> >  
> > One other issue that I spotted while testing is that we initialize
> > vblank_disable_allowed to 0.  The only place that it ever becomes true
> > is in post modeset.  So, for me... vblanks were never getting disabled.
> 
> Yes, that's the intention behind vblank_disable_allowed. :) It's to
> prevent the interrupt from getting disabled until the display driver
> calls the modeset ioctl, to prevent problems caused by the hardware
> frame counter resetting to 0 with 'old' display drivers (meaning ones
> that don't know to call the modeset ioctl).

That said, I encountered this with radeon as well. Turns out the initial
modeset is done before the DRM IRQ handler is initialized, so the
modeset ioctl just no-ops. I added two ioctl calls after the
drmCtlInstHandler() call to make sure the vblank interrupts can get
disabled right after startup, maybe xf86-video-intel needs something
similar.


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Libre software enthusiast |  Debian, X and DRI developer


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Re: Texture compression patents

2008-07-21 Thread Ian Romanick
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Stefan Dösinger wrote:
|> So ALL Radeons can do decompression. Right now we have a system where
|> we
|> only upload S3TC textures if they were precompressed (NWN, UT2K4, etc.)
|> and we have to force the extension on in order to do it.
| This may be slightly off topic, but I am wondering if there's any way to
| detect the ability to upload precompressed textures when
| GL_EXT_texture_compression_s3tc is not available(aka the user hasn't
forced
| it). Wine and CrossOver users are regularly complaining that their
games do
| not work due to the lack of S3TC, but all Wine needs for D3D is the
ability
| to load precompressed textures(*). So I'd be perfectly happy with getting
| just this feature, if the user just didn't have to do anything manually.

There are two problems for Mesa.

1. Compressing raw textures to the S3TC formats.  As was mentioned later
in the thread, there is an extension that exposes DXT1 without this
requirement.

2. Decompressing textures for software fallbacks.  As far as I'm aware,
all of the drivers still have some software fallbacks, so this support
is still required.

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[Bug 10985] backlight doesn't come on after resume with i915 video

2008-07-21 Thread bugme-daemon
http://bugzilla.kernel.org/show_bug.cgi?id=10985





--- Comment #37 from [EMAIL PROTECTED]  2008-07-21 14:41 ---
And I don't suppose the register diff changes either?


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Re: Texture compression patents

2008-07-21 Thread Philipp Klaus Krause
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Roland Scheidegger schrieb:
>> If you only use DXT1 there's EXT_texture_compression_dxt1. It offers
>> support for using DXT1 precompressed textures. However AFAIK it'S
>> currently not supported in the free drivers (even if
>> GL_EXT_texture_compression_s3tc is avialable).
> 
> Yes, that's true. Also, it wouldn't work (if no software decompression
> is available) in a software fallback (which generally I guess shouldn't
> be much of a problem).

Can't we just render a quad, with filtering set to nearest and readback
to decompress and use the decompressed texture for the software fallback?

Philipp
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Re: Texture compression patents

2008-07-21 Thread Roland Scheidegger
On 21.07.2008 23:10, Corbin Simpson wrote:
> Philipp Klaus Krause wrote:
>> Stefan Dösinger schrieb:
>>> This may be slightly off topic, but I am wondering if there's any way to
>>> detect the ability to upload precompressed textures when
>>> GL_EXT_texture_compression_s3tc is not available(aka the user hasn't forced
>>> it). Wine and CrossOver users are regularly complaining that their games do
>>> not work due to the lack of S3TC, but all Wine needs for D3D is the ability
>>> to load precompressed textures(*). So I'd be perfectly happy with getting
>>> just this feature, if the user just didn't have to do anything manually.
>>> I think writing an extension spec is outside of the scope, but is there
>>> something else, like setting an environment variable, or just trying to call
>>> glCompressedTexImage even thought the extension isn't advertised?
>>> Thanks,
>>> Stefan
>>> (*) D3D has a feature to compress textures, but it is independent of the
>>> hardware's features.
>> If you only use DXT1 there's EXT_texture_compression_dxt1. It offers
>> support for using DXT1 precompressed textures. However AFAIK it'S
>> currently not supported in the free drivers (even if
>> GL_EXT_texture_compression_s3tc is avialable).
> 
> Ooh, seems nice, even though it's OGLES. I'm putting that on my todo
> list for Radeons.

There wouldn't be any code necessary for the radeon driver (other than
announcing the extension), this would all be core mesa.

Roland

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Re: Texture compression patents

2008-07-21 Thread Roland Scheidegger
On 21.07.2008 22:09, Philipp Klaus Krause wrote:
> Stefan Dösinger schrieb:
>> This may be slightly off topic, but I am wondering if there's any way to
>> detect the ability to upload precompressed textures when
>> GL_EXT_texture_compression_s3tc is not available(aka the user hasn't forced
>> it). Wine and CrossOver users are regularly complaining that their games do
>> not work due to the lack of S3TC, but all Wine needs for D3D is the ability
>> to load precompressed textures(*). So I'd be perfectly happy with getting
>> just this feature, if the user just didn't have to do anything manually.
> 
>> I think writing an extension spec is outside of the scope, but is there
>> something else, like setting an environment variable, or just trying to call
>> glCompressedTexImage even thought the extension isn't advertised?
> 
>> Thanks,
>> Stefan
> 
>> (*) D3D has a feature to compress textures, but it is independent of the
>> hardware's features.
> 
> If you only use DXT1 there's EXT_texture_compression_dxt1. It offers
> support for using DXT1 precompressed textures. However AFAIK it'S
> currently not supported in the free drivers (even if
> GL_EXT_texture_compression_s3tc is avialable).

Yes, that's true. Also, it wouldn't work (if no software decompression
is available) in a software fallback (which generally I guess shouldn't
be much of a problem).
Also note that setting an environment variable will do the trick
already, since you can override all driconf options with environment
vars (force_s3tc_enable=true in this case).

Roland

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Re: Texture compression patents

2008-07-21 Thread Corbin Simpson
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Philipp Klaus Krause wrote:
> Stefan Dösinger schrieb:
>> This may be slightly off topic, but I am wondering if there's any way to
>> detect the ability to upload precompressed textures when
>> GL_EXT_texture_compression_s3tc is not available(aka the user hasn't forced
>> it). Wine and CrossOver users are regularly complaining that their games do
>> not work due to the lack of S3TC, but all Wine needs for D3D is the ability
>> to load precompressed textures(*). So I'd be perfectly happy with getting
>> just this feature, if the user just didn't have to do anything manually.
> 
>> I think writing an extension spec is outside of the scope, but is there
>> something else, like setting an environment variable, or just trying to call
>> glCompressedTexImage even thought the extension isn't advertised?
> 
>> Thanks,
>> Stefan
> 
>> (*) D3D has a feature to compress textures, but it is independent of the
>> hardware's features.
> 
> If you only use DXT1 there's EXT_texture_compression_dxt1. It offers
> support for using DXT1 precompressed textures. However AFAIK it'S
> currently not supported in the free drivers (even if
> GL_EXT_texture_compression_s3tc is avialable).

Ooh, seems nice, even though it's OGLES. I'm putting that on my todo
list for Radeons.

~ C.
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[Bug 10985] backlight doesn't come on after resume with i915 video

2008-07-21 Thread bugme-daemon
http://bugzilla.kernel.org/show_bug.cgi?id=10985





--- Comment #36 from [EMAIL PROTECTED]  2008-07-21 13:59 ---
Hello; tried that patch against refs/heads/master = b5cddbcc1536 ; I'm afraid
it did not fix it.


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Re: Texture compression patents

2008-07-21 Thread Philipp Klaus Krause
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Stefan Dösinger schrieb:
> This may be slightly off topic, but I am wondering if there's any way to
> detect the ability to upload precompressed textures when
> GL_EXT_texture_compression_s3tc is not available(aka the user hasn't forced
> it). Wine and CrossOver users are regularly complaining that their games do
> not work due to the lack of S3TC, but all Wine needs for D3D is the ability
> to load precompressed textures(*). So I'd be perfectly happy with getting
> just this feature, if the user just didn't have to do anything manually.
> 
> I think writing an extension spec is outside of the scope, but is there
> something else, like setting an environment variable, or just trying to call
> glCompressedTexImage even thought the extension isn't advertised?
> 
> Thanks,
> Stefan
> 
> (*) D3D has a feature to compress textures, but it is independent of the
> hardware's features.

If you only use DXT1 there's EXT_texture_compression_dxt1. It offers
support for using DXT1 precompressed textures. However AFAIK it'S
currently not supported in the free drivers (even if
GL_EXT_texture_compression_s3tc is avialable).

Philipp
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[Bug 10985] backlight doesn't come on after resume with i915 video

2008-07-21 Thread bugme-daemon
http://bugzilla.kernel.org/show_bug.cgi?id=10985





--- Comment #35 from [EMAIL PROTECTED]  2008-07-21 13:01 ---
Created an attachment (id=16927)
 --> (http://bugzilla.kernel.org/attachment.cgi?id=16927&action=view)
disable panel & restore all panel state first

this one tries to disable the panel first thing, since that should unlock some
of the regs that we may be failing to restore.


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RE: Texture compression patents

2008-07-21 Thread Stefan Dösinger
> So ALL Radeons can do decompression. Right now we have a system where
> we
> only upload S3TC textures if they were precompressed (NWN, UT2K4, etc.)
> and we have to force the extension on in order to do it.
This may be slightly off topic, but I am wondering if there's any way to
detect the ability to upload precompressed textures when
GL_EXT_texture_compression_s3tc is not available(aka the user hasn't forced
it). Wine and CrossOver users are regularly complaining that their games do
not work due to the lack of S3TC, but all Wine needs for D3D is the ability
to load precompressed textures(*). So I'd be perfectly happy with getting
just this feature, if the user just didn't have to do anything manually.

I think writing an extension spec is outside of the scope, but is there
something else, like setting an environment variable, or just trying to call
glCompressedTexImage even thought the extension isn't advertised?

Thanks,
Stefan

(*) D3D has a feature to compress textures, but it is independent of the
hardware's features.



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Re: [PATCH] drm & i915 vblank fixes

2008-07-21 Thread Jesse Barnes
On Sunday, July 20, 2008 3:46 am Michel Dänzer wrote:
> On Sat, 2008-07-19 at 12:54 -0400, Robert Noland wrote:
> > One other issue that I spotted while testing is that we initialize
> > vblank_disable_allowed to 0.  The only place that it ever becomes true
> > is in post modeset.  So, for me... vblanks were never getting disabled.
>
> Yes, that's the intention behind vblank_disable_allowed. :) It's to
> prevent the interrupt from getting disabled until the display driver
> calls the modeset ioctl, to prevent problems caused by the hardware
> frame counter resetting to 0 with 'old' display drivers (meaning ones
> that don't know to call the modeset ioctl).
>
> > I'm still (or again) sometimes getting the error about get_vblank_count
> > being called on disabled pipe that I need to try and chase down.
>
> I think that's because the 3D driver is trying to sync to a pipe that
> the display driver 'disabled'.

Yeah, and it's a common error.  Maybe we should make the message into a 
DRM_DEBUG instead, or make it a little less scary.

Jesse

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Re: [RFC] DRM developer guide

2008-07-21 Thread Jesse Barnes
On Sunday, July 20, 2008 3:10 am Maarten Maathuis wrote:
> Has it been considered to put this up somewhere for autogeneration?
>
> I'm not very familiar with these documentation schemes, but i imagine
> it's a matter of putting appropriately styled comments in code and
> they'll appear?
>
> It would be a shame if this got lost in the drift of time.

Some of it can definitely be autogenerated, for instance all the API & 
structure documentation.  However the high level documentation is really 
separate.  I'm not sure how easy it would be to include in the sources; it 
would probably clutter things up quite a bit...

Jesse

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Re: Texture compression patents

2008-07-21 Thread Corbin Simpson
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Roland Scheidegger wrote:
> On 20.07.2008 19:32, Corbin Simpson wrote:
>> Howdy. I was just going through the r3xx/r5xx bugs, and I noticed that
>> lots of problems are related to certain texture compression features
>> being dependent on out-of-tree code. I also noticed that, at least on
>> R400+ Radeons, we actually have hardware support for such compression,
>> and I thought that was the case on certain nVidia chipsets, too.
>>
>> My question is, does anybody know the status on S3TC/DXTC/etc., and if
>> it's still owned by S3/VIA, and if they might be interested in opening it?
>>
>> ...Oh, I guess that's three questions. :3
>>
>> ~ C.
> 
> What do you mean with "have hardware support for such compression"? Even
> very old r100 (and chips from other IHVs) have support for it. But they
> only have hardware support for decompression, not compression which is
> what you'd need too for OpenGL conformance. I'd be surprised to hear
> R400 can do compression. I know it's possible to do online-compression
> on new hardware with shaders, but I think it might require more like
> R600 class hardware. And it probably wouldn't change anything, since
> you'd just implement the same algorithm on the gpu instead of the cpu
> (it still would be software-based implementation).

Okay, nevermind, I did some more reading.

So ALL Radeons can do decompression. Right now we have a system where we
only upload S3TC textures if they were precompressed (NWN, UT2K4, etc.)
and we have to force the extension on in order to do it.

This is NOT ideal.

I couldn't help but notice that VIA has been open-sourcing stuff left
'n' right, and wondered if maaaybe they might be interested in loosening
their grip on that particular patent since it's already implemented in
*all modern graphics hardware* already.

Or maybe this'll just be another LinDVD kind of thing...

~ C.
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Re: Texture compression patents

2008-07-21 Thread Roland Scheidegger
On 20.07.2008 19:32, Corbin Simpson wrote:
> Howdy. I was just going through the r3xx/r5xx bugs, and I noticed that
> lots of problems are related to certain texture compression features
> being dependent on out-of-tree code. I also noticed that, at least on
> R400+ Radeons, we actually have hardware support for such compression,
> and I thought that was the case on certain nVidia chipsets, too.
> 
> My question is, does anybody know the status on S3TC/DXTC/etc., and if
> it's still owned by S3/VIA, and if they might be interested in opening it?
> 
> ...Oh, I guess that's three questions. :3
> 
> ~ C.

What do you mean with "have hardware support for such compression"? Even
very old r100 (and chips from other IHVs) have support for it. But they
only have hardware support for decompression, not compression which is
what you'd need too for OpenGL conformance. I'd be surprised to hear
R400 can do compression. I know it's possible to do online-compression
on new hardware with shaders, but I think it might require more like
R600 class hardware. And it probably wouldn't change anything, since
you'd just implement the same algorithm on the gpu instead of the cpu
(it still would be software-based implementation).

Roland

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[Bug 16786] mesa-7.1: googleearth, sauerbraten not working anymore

2008-07-21 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=16786


Roland Scheidegger <[EMAIL PROTECTED]> changed:

   What|Removed |Added

  Component|Drivers/DRI/Radeon  |Drivers/DRI/r300




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true boolean in drm_agpsupport.c

2008-07-21 Thread Johannes Engel

Hi folks,

since my compiler always complains about that during (aborted) 
compilation of the kernel modules I decided to send that patch to the ML.

Can we safely replace TRUE/FALSE by the boolean values true/false?

Cheers, Johannes
Signed-off-by: Johannes Engel <[EMAIL PROTECTED]>

Replace old TRUE/FALSE by true boolean true/false

 linux-core/drm_agpsupport.c |6 +++---
 1 files changed, 3 insertions(+), 3 deletions(-)

diff --git a/linux-core/drm_agpsupport.c b/linux-core/drm_agpsupport.c
index d6594b8..3cc94ff 100644
--- a/linux-core/drm_agpsupport.c
+++ b/linux-core/drm_agpsupport.c
@@ -517,7 +517,7 @@ drm_agp_bind_pages(struct drm_device *dev,
 		mem->memory[i] = phys_to_gart(page_to_phys(pages[i]));
 	mem->page_count = num_pages;
 
-	mem->is_flushed = TRUE;
+	mem->is_flushed = true;
 	ret = drm_agp_bind_memory(mem, gtt_offset / PAGE_SIZE);
 	if (ret != 0) {
 		DRM_ERROR("Failed to bind AGP memory: %d\n", ret);
@@ -597,7 +597,7 @@ static int drm_agp_bind_ttm(struct drm_ttm_backend *backend,
 	int snooped = (bo_mem->flags & DRM_BO_FLAG_CACHED) && !(bo_mem->flags & DRM_BO_FLAG_CACHED_MAPPED);
 
 	DRM_DEBUG("drm_agp_bind_ttm\n");
-	mem->is_flushed = TRUE;
+	mem->is_flushed = true;
 	mem->type = AGP_USER_MEMORY;
 	/* CACHED MAPPED implies not snooped memory */
 	if (snooped)
@@ -696,7 +696,7 @@ struct drm_ttm_backend *drm_agp_init_ttm(struct drm_device *dev)
 	agp_be->mem = NULL;
 
 	agp_be->bridge = dev->agp->bridge;
-	agp_be->populated = FALSE;
+	agp_be->populated = false;
 	agp_be->backend.func = &agp_ttm_backend;
 	agp_be->backend.dev = dev;
 
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[PATCH 1/1] DRM: don't enable irqs in locking

2008-07-21 Thread Jiri Slaby
drm_lock_take(); and drm_lock_free(); are called from
drm_locked_tasklet_func(); which disables interrupts when grabbing its
spinlock.

Don't allow these locking functions to re-enable interrupts when
the tasklet expects them disabled. I.e. use spin_lock_irqsave instead of
spin_lock_bh (with their unlock opposites).

We will get such a warnings otherwise:
[ cut here ]
WARNING: at kernel/softirq.c:136 local_bh_enable_ip+0x8b/0xb0()
Modules linked in: arc4 ecb crypto_blkcipher cryptomgr crypto_algapi ath5k 
usbhid mac80211 ohci1394 hid led_class floppy cfg80211 ff_memless ieee1394 
rtc_cmos evdev [last unloaded: freq_table]
Pid: 0, comm: swapper Not tainted 2.6.26-rc8-mm1_64 #427

Call Trace:
   [] warn_on_slowpath+0x5f/0x90
[...]
 [] local_bh_enable_ip+0x8b/0xb0
 [] _spin_unlock_bh+0xf/0x20
 [] drm_lock_take+0x81/0xe0
 [] drm_locked_tasklet_func+0x4b/0xb0
 [] tasklet_hi_action+0x69/0xf0
 [] __do_softirq+0x84/0xf0
[stack snipped]

Signed-off-by: Jiri Slaby <[EMAIL PROTECTED]>
Cc: David Airlie <[EMAIL PROTECTED]>
---
 drivers/gpu/drm/drm_lock.c |   12 +++-
 1 files changed, 7 insertions(+), 5 deletions(-)

diff --git a/drivers/gpu/drm/drm_lock.c b/drivers/gpu/drm/drm_lock.c
index 0998723..79943e4 100644
--- a/drivers/gpu/drm/drm_lock.c
+++ b/drivers/gpu/drm/drm_lock.c
@@ -196,10 +196,11 @@ int drm_unlock(struct drm_device *dev, void *data, struct 
drm_file *file_priv)
 int drm_lock_take(struct drm_lock_data *lock_data,
  unsigned int context)
 {
+   unsigned long flags;
unsigned int old, new, prev;
volatile unsigned int *lock = &lock_data->hw_lock->lock;
 
-   spin_lock_bh(&lock_data->spinlock);
+   spin_lock_irqsave(&lock_data->spinlock, flags);
do {
old = *lock;
if (old & _DRM_LOCK_HELD)
@@ -211,7 +212,7 @@ int drm_lock_take(struct drm_lock_data *lock_data,
}
prev = cmpxchg(lock, old, new);
} while (prev != old);
-   spin_unlock_bh(&lock_data->spinlock);
+   spin_unlock_irqrestore(&lock_data->spinlock, flags);
 
if (_DRM_LOCKING_CONTEXT(old) == context) {
if (old & _DRM_LOCK_HELD) {
@@ -270,17 +271,18 @@ static int drm_lock_transfer(struct drm_lock_data 
*lock_data,
  */
 int drm_lock_free(struct drm_lock_data *lock_data, unsigned int context)
 {
+   unsigned long flags;
unsigned int old, new, prev;
volatile unsigned int *lock = &lock_data->hw_lock->lock;
 
-   spin_lock_bh(&lock_data->spinlock);
+   spin_lock_irqsave(&lock_data->spinlock, flags);
if (lock_data->kernel_waiters != 0) {
drm_lock_transfer(lock_data, 0);
lock_data->idle_has_lock = 1;
-   spin_unlock_bh(&lock_data->spinlock);
+   spin_unlock_irqrestore(&lock_data->spinlock, flags);
return 1;
}
-   spin_unlock_bh(&lock_data->spinlock);
+   spin_unlock_irqrestore(&lock_data->spinlock, flags);
 
do {
old = *lock;
-- 
1.5.6.2


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[Bug 16786] New: mesa-7.1: googleearth, sauerbraten not working anymore

2008-07-21 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=16786

   Summary: mesa-7.1: googleearth, sauerbraten not working anymore
   Product: Mesa
   Version: 7.1
  Platform: Other
OS/Version: All
Status: NEW
  Severity: normal
  Priority: medium
 Component: Drivers/DRI/Radeon
AssignedTo: dri-devel@lists.sourceforge.net
ReportedBy: [EMAIL PROTECTED]


I was updating my system (with the steps explained here:
http://dberkholz.wordpress.com/2008/07/01/xorg-74-prereleases-ready-to-test-in-gentoo/

Now I have the following problems:

google earth (native)
hangs on splash screen - the trick with the libGL.so.1 will not work anymore

google earth (via wine)
there is no earth

sauerbraten
after initialisation I have a black screen and to kill the game


http://dberkholz.wordpress.com/2008/07/01/xorg-74-prereleases-ready-to-test-in-gentoo/#comment-137


I hope the bug report is at the right place.


lspci:
=
01:00.0 VGA compatible controller: ATI Technologies Inc RV350 [Mobility Radeon
9600 M10]
=

glxinfo:
=
name of display: :1.0
display: :1  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, 
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, 
GLX_OML_swap_method, GLX_SGI_swap_control, GLX_SGIS_multisample, 
GLX_SGIX_fbconfig, GLX_SGIX_visual_select_group
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, 
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory, 
GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control, 
GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_OML_sync_control, 
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, 
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap
GLX version: 1.2
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, 
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_swap_control, 
GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_SGI_swap_control, 
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig, 
GLX_SGIX_visual_select_group
OpenGL vendor string: DRI R300 Project
OpenGL renderer string: Mesa DRI R300 20060815 AGP 8x TCL
OpenGL version string: 1.3 Mesa 7.1 rc3
OpenGL extensions:
GL_ARB_depth_texture, GL_ARB_fragment_program, GL_ARB_imaging, 
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_point_parameters, 
GL_ARB_shadow, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, 
GL_ARB_texture_cube_map, GL_ARB_texture_env_add, 
GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, 
GL_ARB_texture_env_dot3, GL_MESAX_texture_float, 
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle, 
GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, 
GL_ARB_vertex_program, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, 
GL_EXT_blend_color, GL_EXT_blend_equation_separate, 
GL_EXT_blend_func_separate, GL_EXT_blend_logic_op, GL_EXT_blend_minmax, 
GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, 
GL_EXT_compiled_vertex_array, GL_EXT_convolution, GL_EXT_copy_texture, 
GL_EXT_draw_range_elements, GL_EXT_gpu_program_parameters, 
GL_EXT_histogram, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, 
GL_EXT_point_parameters, GL_EXT_polygon_offset, GL_EXT_rescale_normal, 
GL_EXT_secondary_color, GL_EXT_separate_specular_color, 
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, 
GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, 
GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp, 
GL_EXT_texture_env_add, GL_EXT_texture_env_combine, 
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, 
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, 
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array, 
GL_APPLE_packed_pixels, GL_ATI_blend_equation_separate, 
GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once, 
GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, 
GL_INGR_blend_func_separate, GL_MESA_pack_invert, GL_MESA_ycbcr_texture, 
GL_MESA_window_pos, GL_NV_blend_square, GL_NV_light_max_exponent, 
GL_NV_texture_rectangle, GL_NV_texgen_reflection, GL_NV_vertex_program, 
GL_OES_read_format, GL_SGI_color_matrix, GL_SGI_color_table, 
GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, 
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SGIX_depth_texture, 
GL_SUN_multi_draw_arrays

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  

testing i915_tex , from mesa_7_0_branch

2008-07-21 Thread Sergio Monteiro Basto
cd ../Mesa-7.0.4/
git pull origin i915tex_branch
git pull origin mesa_7_0_branch

git log
commit 45eb62ad6159408807ff86d24dd972e0f39cefb8
Merge: 97eb335... 7734956...
Author: root <[EMAIL PROTECTED]>
Date:   Mon Jul 21 09:50:15 2008 +0100

Merge branch 'i915tex_branch' of
git://anongit.freedesktop.org/git/mesa/mesa into HEAD

Cool, Git says that I merged i915tex into HEAD ,

But this i915tex, needs drm HEAD , (which is with TTM stuff) 
or drm-2.3.1 is enough ? 


TIA,
-- 
Sérgio M. B.


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