[R200]Problems with HW TCL in Tuxracer and PPRacer
When using HW TCL in Tuxracer or PPRacer (that is essentially the same game) with my Radeon 8500 with DRI drivers dated 25 february 2005 you can see that there are problems with light reflection in those places where there's ice (for example in the first stage that is full of ice pools ) . If you disable HW TCL the problem is solved , but you get problems with TUX textures (don't know why :) ) Bye Marcello --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Fwd: [R200] Nearly all xscreensavers GL flicker
-- Forwarded message -- From: Marcello Maggioni [EMAIL PROTECTED] Date: Thu, 24 Feb 2005 14:26:27 +0100 Subject: Re: [R200] Nearly all xscreensavers GL flicker To: Michel Dänzer [EMAIL PROTECTED] On Wed, 23 Feb 2005 23:02:37 -0500, Michel Dänzer [EMAIL PROTECTED] wrote: On Wed, 2005-02-23 at 20:50 +0100, Marcello Maggioni wrote: I've a problem with lastest DRI (from CVS) drivers and Xscreensavers that use OpenGL. I've tried nearly all of them , from Bubble 3D to Rubik Cube all these simply flicker like hell when are executed . If you're running them manually with -root, it's probably because the root window isn't double buffered. Otherwise, does disabling colour tiling or page flipping make a difference? -- Earthling Michel Dänzer | Debian (powerpc), X and DRI developer Libre software enthusiast| http://svcs.affero.net/rm.php?r=daenzer I run them from KDE Control Center and disabling Page flipping doesn't make a difference. I don't know what is colour tiling :/ Marcello --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_ide95alloc_id396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R200] Nearly all xscreensavers GL flicker
On Thu, 24 Feb 2005 11:38:10 -0500 (EST), Vladimir Dergachev [EMAIL PROTECTED] wrote: On Thu, 24 Feb 2005, Michel [ISO-8859-1] Dnzer wrote: [ Please don't follow up just to me privately ] On Thu, 2005-02-24 at 14:26 +0100, Marcello Maggioni wrote: On Wed, 23 Feb 2005 23:02:37 -0500, Michel Dnzer [EMAIL PROTECTED] wrote: On Wed, 2005-02-23 at 20:50 +0100, Marcello Maggioni wrote: I've a problem with lastest DRI (from CVS) drivers and Xscreensavers that use OpenGL. I've tried nearly all of them , from Bubble 3D to Rubik Cube all these simply flicker like hell when are executed . If you're running them manually with -root, it's probably because the root window isn't double buffered. Otherwise, does disabling colour tiling or page flipping make a difference? I run them from KDE Control Center [...] IIRC some versions of KDE are known to be buggy in this regard. Yep - if you start them from KDE they are all run without double buffering. (or at least this appeared to be so each time I tried) I have no idea why. Try running xscreensaver directly. best Vladimir Dergachev -- Earthling Michel Dnzer | Debian (powerpc), X and DRI developer Libre software enthusiast| http://svcs.affero.net/rm.php?r=daenzer --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_ide95alloc_id396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel With XSCREENSAVER alone it effectively runs without problems , but I wonder why ... There's a logical explanation for this?? O_o Bye Marcello --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_ide95alloc_id396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Doom3 face textures
On Thu, 24 Feb 2005 19:07:07 +, Philip Armstrong [EMAIL PROTECTED] wrote: On Thu, Feb 24, 2005 at 07:25:15PM +0100, Marcello Maggioni wrote: I was wondering what's up with the face textures in Doom3 with R200 hardware . These are as divided in two parts by a black shadow in the middle. There's a way to solve this? Apparently the ARB rendering path on windows is exactly the same. DoomIII can't use the R200 rendering path as dri doesn't have ATI_fragment_program (?) yet. I believe there's half an implementation in existence atm... Phil -- http://www.kantaka.co.uk/ .oOo. public key: http://www.kantaka.co.uk/gpg.txt With Half implementation you mean usable? And if it is usable do you know how to make it work? Bye Marcello --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Doom3 face textures
Hi all, I was wondering what's up with the face textures in Doom3 with R200 hardware . These are as divided in two parts by a black shadow in the middle. There's a way to solve this? Thanks --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R200] Nearly all xscreensavers GL flicker
On Thu, 24 Feb 2005 10:30:03 -0500, Michel Dänzer [EMAIL PROTECTED] wrote: [ Please don't follow up just to me privately ] Sorry, I just pushed the wrong button :P IIRC some versions of KDE are known to be buggy in this regard. Really? I'll try to run the screensaver separately and then report --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_ide95alloc_id396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
[R200] Nearly all xscreensavers GL flicker
Hi all, I've a problem with lastest DRI (from CVS) drivers and Xscreensavers that use OpenGL. I've tried nearly all of them , from Bubble 3D to Rubik Cube all these simply flicker like hell when are executed . I don't know why, so I ask you an info about this. Please help :( [EMAIL PROTECTED]:~$ glxinfo name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig 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_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 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_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig OpenGL vendor string: Tungsten Graphics, Inc. OpenGL renderer string: Mesa DRI R200 20041207 AGP 4x x86/MMX+/3DNow!+/SSE TCL OpenGL version string: 1.3 Mesa 6.3 OpenGL extensions: GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, 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_dot3, 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_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_fog_coord, GL_EXT_histogram, GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, 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_S3_s3tc glu version: 1.3 glu extensions: GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess 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 a bf th cl r g b a ns b eat -- 0x23 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0 None 0x24 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x25 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 Slow 0x26 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x27 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 None 0x28 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x29 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 Slow 0x2a 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x2b 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0 None 0x2c 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x2d 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 Slow 0x2e 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x2f 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 None 0x30 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x31 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 Slow 0x32 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow [EMAIL PROTECTED]:~$ Bye Marcello
Re: R200 Projective texturing and texgen
On Sun, 10 Oct 2004 23:27:38 +0200, Dieter Nützel [EMAIL PROTECTED] wrote: ì GREAT progress. DOOM3 is working with TCL, little to dark, but...;-) Celestia 'Earth'-'ISS' have light in the windows, now. But some flickering on the sun paddels left. Quake3 quake3.x86 and quake3-smp-x86 do NOT exit clean anylonger. Not with Quit menu or typing in the console. UT2003 Some broken textures on the walls and floors (Temple of Anubis). 'shock rifle' is OK 'Exit' dito. progs/demos fcntl: Invalid argument fcntl: Invalid argument Backtrace: [ 1] ./Core.so [0x40a0978a] [ 2] [0xe420] Signal: SIGSEGV [segmentation fault] Aborting. [1]Speicherschutzverletzung ut2003_demo UT2004 Working. I've seen no corrupted textures. 'shock rifle' is OK 'Exit' dito. progs/demos ut2004demo [1] 18163 progs/demos Signal: SIGSEGV [segmentation fault] Aborting. Crash information will be saved to your logfile. [1]Exitcode 1ut2004demo Developer Backtrace: Log: [ 1] ./ut2004-bin [0x869e38c] Log: [ 2] [0xe420] Log: Unreal Call Stack: USDLClient::Destroy - UObject::ConditionalDestroy - DispatchDestroy - DispatchDestroys - UObject::PurgeGarbage - UObject::StaticExit - appPreExit Exit: Exiting. Log: FileManager: Reading 0 GByte 0 MByte 0 KByte 0 Bytes from HD took 0.00 seconds (0.00 reading, 0.00 seeking). Log: FileManager: 0.00 seconds spent with misc. duties Uninitialized: Name subsystem shut down Uninitialized: Allocation checking disabled Uninitialized: Log file closed, Sun Oct 10 23:22:43 2004 Good night! -Dieter --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel You mean Shock Rifle is ok without dbg = 0x6; or you mean with it? Bye --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: R200 Projective texturing and texgen
On Mon, 11 Oct 2004 22:12:25 +0200, Dieter Nützel [EMAIL PROTECTED] wrote: Am Montag, 11. Oktober 2004 14:36 schrieb Marcello Maggioni: On Sun, 10 Oct 2004 23:27:38 +0200, Dieter Nützel [EMAIL PROTECTED] wrote: UT2003 Some broken textures on the walls and floors (Temple of Anubis). 'shock rifle' is OK 'Exit' dito. - Exit IS broken. UT2004 Working. I've seen no corrupted textures. 'shock rifle' is OK 'Exit' dito. - Exit IS broken. [MUCH TOFU deleted] !!! You mean Shock Rifle is ok without dbg = 0x6; or you mean with it? dbg = 0x06; (!!!) is standard (and _included_ in r200-projtex-6.diff);-))) -Dieter Ah , ok , thanks :) --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Fri, 08 Oct 2004 14:09:49 -0700, Eric Anholt [EMAIL PROTECTED] wrote: On Fri, 2004-10-08 at 13:40, Marcello Maggioni wrote: On Fri, 08 Oct 2004 13:23:03 -0700, Eric Anholt [EMAIL PROTECTED] wrote: On Fri, 2004-10-08 at 08:41, Dieter Nützel wrote: Am Freitag, 8. Oktober 2004 17:37 schrieb Felix Kühling: On Fri, 8 Oct 2004 17:10:35 +0200 Dieter Nützel [EMAIL PROTECTED] wrote: [snip] When I set 'setenv force_s3tc_enable 1' quake3-smp do NOT start anymore. ATTENTION: default value of option force_s3tc_enable overridden by environment. Fatal error in __driConfigOptions line 75, column 0: illegal default value: 1. That's because 1 is indeed illegal for boolean options such as force_s3tc_enable. Legal values are true and false. OK, but do not help ;-) It's working for myself and Roland. What build system are you using? I only added the USE_EXTERNAL_DXTN_LIB=1 define in Mesa linux-dri (and therefore linux-dri-x86) target. If you're using something else, you'll have to add the define to whatever CFLAGS there. -- Eric Anholt[EMAIL PROTECTED] http://people.freebsd.org/~anholt/ [EMAIL PROTECTED] --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel I have already -DUSE_EXTERNAL_DXTN_LIB=1 in my CFLAGS , I need something more? env MESA_DEBUG=1 glxgears will produce output if it tried to do s3tc, whether it succeeds or fails. If it doesn't print anything, then the issue was with building (and strings your_dri.so | grep dxtn won't mention the lib name). If it does produce output, then the problem is probably with the lack of the library or lack of env force_s3tc_enable=true. -- Eric Anholt[EMAIL PROTECTED] http://people.freebsd.org/~anholt/ [EMAIL PROTECTED] I get these messages with lastest MESA : melchior:/home/melchior/driconf-0.2.2# env MESA_DEBUG=1 glxinfo name of display: :0.0 cpu vendor: AuthenticAMD cpu name: AMD Athlon(tm) XP MMX cpu detected. 3DNow! cpu detected. Testing OS support for SSE... yes. Testing OS support for SSE unmasked exceptions... SIGFPE, yes. Tests of OS support for SSE passed. SSE cpu detected. Mesa warning: software DXTn compression/decompression available Using SSE version of ReadRGBASpan display: :0 screen: 0 direct rendering: Yes But I'm not able to understand if DXTn de/compression is used or not . UT2004 backgrounds in menus are still white . Someone can check this? Thanks Marcello --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Sat, 9 Oct 2004 14:08:58 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote: On Fri, 08 Oct 2004 14:09:49 -0700, Eric Anholt [EMAIL PROTECTED] wrote: On Fri, 2004-10-08 at 13:40, Marcello Maggioni wrote: On Fri, 08 Oct 2004 13:23:03 -0700, Eric Anholt [EMAIL PROTECTED] wrote: On Fri, 2004-10-08 at 08:41, Dieter Nützel wrote: Am Freitag, 8. Oktober 2004 17:37 schrieb Felix Kühling: On Fri, 8 Oct 2004 17:10:35 +0200 Dieter Nützel [EMAIL PROTECTED] wrote: [snip] When I set 'setenv force_s3tc_enable 1' quake3-smp do NOT start anymore. ATTENTION: default value of option force_s3tc_enable overridden by environment. Fatal error in __driConfigOptions line 75, column 0: illegal default value: 1. That's because 1 is indeed illegal for boolean options such as force_s3tc_enable. Legal values are true and false. OK, but do not help ;-) It's working for myself and Roland. What build system are you using? I only added the USE_EXTERNAL_DXTN_LIB=1 define in Mesa linux-dri (and therefore linux-dri-x86) target. If you're using something else, you'll have to add the define to whatever CFLAGS there. -- Eric Anholt[EMAIL PROTECTED] http://people.freebsd.org/~anholt/ [EMAIL PROTECTED] --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel I have already -DUSE_EXTERNAL_DXTN_LIB=1 in my CFLAGS , I need something more? env MESA_DEBUG=1 glxgears will produce output if it tried to do s3tc, whether it succeeds or fails. If it doesn't print anything, then the issue was with building (and strings your_dri.so | grep dxtn won't mention the lib name). If it does produce output, then the problem is probably with the lack of the library or lack of env force_s3tc_enable=true. -- Eric Anholt[EMAIL PROTECTED] http://people.freebsd.org/~anholt/ [EMAIL PROTECTED] I get these messages with lastest MESA : melchior:/home/melchior/driconf-0.2.2# env MESA_DEBUG=1 glxinfo name of display: :0.0 cpu vendor: AuthenticAMD cpu name: AMD Athlon(tm) XP MMX cpu detected. 3DNow! cpu detected. Testing OS support for SSE... yes. Testing OS support for SSE unmasked exceptions... SIGFPE, yes. Tests of OS support for SSE passed. SSE cpu detected. Mesa warning: software DXTn compression/decompression available Using SSE version of ReadRGBASpan display: :0 screen: 0 direct rendering: Yes But I'm not able to understand if DXTn de/compression is used or not . UT2004 backgrounds in menus are still white . Someone can check this? Thanks Marcello Hey , I've solved in setting by DRICONF 5 Texture units instead of 6 . There's something wrong in using 6 Texture units with lastest DRI drivers? Marcello --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Sat, 9 Oct 2004 18:00:47 +0200, Felix Kühling [EMAIL PROTECTED] wrote: On Sat, 9 Oct 2004 14:14:29 +0200 Marcello Maggioni [EMAIL PROTECTED] wrote: [snip] Hey , I've solved in setting by DRICONF 5 Texture units instead of 6 . There's something wrong in using 6 Texture units with lastest DRI drivers? Marcello The more texture units you have the smaller the maximum texture size gets. The problem is that with N texture units you currently need to be able to have N textures of maximum size and maximum color depth bound to a texture unit. This means they all have to be in texture memory at the same time. With given texture memory that limits the maximum size of textures. Increasing the AGP size (option GARTSize) in xorg.conf would increase the amount of available texture memory which would allow larger textures too. Regards, Felix | Felix Kühling [EMAIL PROTECTED] http://fxk.de.vu | | PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3 B152 151C 5CC1 D888 E595 | I've tried your hint of increasing the AGP size with GARTSize option. I've set GARTSize to 64 (an higher value give me problems in visualization ) and doesn't solve the problem . With Mesa Oct 07 2004 (and older) I can use 6 texture units without problems in UT2004 , I have this issue only with recent MESA . (I've ever used 6 texture units) This only happens with UT2004 menu backgrounds (with DOOM3 I haven't such problems) Bye --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Can't apply S3TC patch anymore with current Mesa
Like the Subject says I can't apply S3TC patch anymore to current Mesa tree (works with yesterday tree) . I get these messages : [EMAIL PROTECTED]:~/prova/Mesa$ zcat ../mesa_dri_txc_cvs040908.diff.gz | patch -p0 zcat: ../mesa_dri_txc_cvs040908.diff.gz: No such file or directory [EMAIL PROTECTED]:~/prova/Mesa$ zcat ../../mesa_dri_txc_cvs040908.diff.gz | patch -p0 patching file src/mesa/drivers/dri/common/xmlpool.h Reversed (or previously applied) patch detected! Assume -R? [n] Apply anyway? [n] n Skipping patch. 1 out of 1 hunk ignored -- saving rejects to file src/mesa/drivers/dri/common/xmlpool.h.rej patching file src/mesa/drivers/dri/i915/i830_texstate.c Reversed (or previously applied) patch detected! Assume -R? [n] etc... and some Hunk FAILED messages . You've worked hard guys in one day ;) Bye Marcello --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Fri, 8 Oct 2004 09:42:54 -0400, Alex Deucher [EMAIL PROTECTED] wrote: On Fri, 8 Oct 2004 15:29:38 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote: Like the Subject says I can't apply S3TC patch anymore to current Mesa tree (works with yesterday tree) . I get these messages : [EMAIL PROTECTED]:~/prova/Mesa$ zcat ../mesa_dri_txc_cvs040908.diff.gz | patch -p0 zcat: ../mesa_dri_txc_cvs040908.diff.gz: No such file or directory [EMAIL PROTECTED]:~/prova/Mesa$ zcat ../../mesa_dri_txc_cvs040908.diff.gz | patch -p0 patching file src/mesa/drivers/dri/common/xmlpool.h Reversed (or previously applied) patch detected! Assume -R? [n] Apply anyway? [n] n Skipping patch. 1 out of 1 hunk ignored -- saving rejects to file src/mesa/drivers/dri/common/xmlpool.h.rej patching file src/mesa/drivers/dri/i915/i830_texstate.c Reversed (or previously applied) patch detected! Assume -R? [n] etc... and some Hunk FAILED messages . You've worked hard guys in one day ;) the S3tc patch was applied to cvs yesterday. no need to apply the patch. Alex Bye Marcello Mmm, that's strange, because I've a problem in UT2004 menu texture that is typical of mesa without S3TC patch :/ Don't know why , but the background image in UT2004 menu is white like if the patch is not applied --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Fri, 8 Oct 2004 16:12:44 +0200, Dieter Nützel [EMAIL PROTECTED] wrote: Am Freitag, 8. Oktober 2004 15:29 schrieb Marcello Maggioni: Like the Subject says I can't apply S3TC patch anymore to current Mesa tree (works with yesterday tree) . 'Cause it is IN...?! ;-))) You've worked hard guys in one day ;) Compiling... Regards, Dieter Anyway , with current MESA I haven't the message that claims that DXTn compression is enabled and UT2004 has that problem ( I've tried many combinations , and USE_EXTERNAL_DXTN_LIB=1 is set in linux-dri config file ) . DXTn library is installed . Bye Marcello --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Fri, 8 Oct 2004 16:34:38 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote: On Fri, 8 Oct 2004 16:12:44 +0200, Dieter Nützel [EMAIL PROTECTED] wrote: Am Freitag, 8. Oktober 2004 15:29 schrieb Marcello Maggioni: Like the Subject says I can't apply S3TC patch anymore to current Mesa tree (works with yesterday tree) . 'Cause it is IN...?! ;-))) You've worked hard guys in one day ;) Compiling... Regards, Dieter Anyway , with current MESA I haven't the message that claims that DXTn compression is enabled and UT2004 has that problem ( I've tried many combinations , and USE_EXTERNAL_DXTN_LIB=1 is set in linux-dri config file ) . DXTn library is installed . Bye Marcello I've found out that if I run applications with root powers DXTn compression works also with lastest MESA , but I don't like run things as root , what can I do? I've also another question . Why ,if I choose in DRICONF Frame Throttling as Usleep or Busy Waiting I get this message if I try to run applications as user, do I get this message ? : IRQ's not enabled, falling back to busy waits: 11 0 201 And why if I run the same application as root I don't get it? Thanks Bye Marcello --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Fri, 8 Oct 2004 18:43:28 +0200, Dieter Nützel [EMAIL PROTECTED] wrote: Am Freitag, 8. Oktober 2004 17:41 schrieb Dieter Nützel: Am Freitag, 8. Oktober 2004 17:37 schrieb Felix Kühling: On Fri, 8 Oct 2004 17:10:35 +0200 Dieter Nützel [EMAIL PROTECTED] wrote: [snip] When I set 'setenv force_s3tc_enable 1' quake3-smp do NOT start anymore. ATTENTION: default value of option force_s3tc_enable overridden by environment. Fatal error in __driConfigOptions line 75, column 0: illegal default value: 1. That's because 1 is indeed illegal for boolean options such as force_s3tc_enable. Legal values are true and false. OK, but do not help ;-) Maybe this the broken? (Taken from Roland's patch): * GL_EXT_texture_compression_s3tc support. */ +#if defined(XFree86LOADER) defined(IN_MODULE) +#define USE_EXTERNAL_DXTN_LIB 0 +#else +#define USE_EXTERNAL_DXTN_LIB 1 +#endif Now, we have: #ifndef USE_EXTERNAL_DXTN_LIB #define USE_EXTERNAL_DXTN_LIB 0 #endif Found Mesa Error with DOOM3. using ARB_vertex_buffer_object memory using ARB renderSystem Mesa 6.3 implementation error: external dxt library not available Please report to the Mesa bug database at www.mesa3d.org Mesa 6.3 implementation error: external dxt library not available Please report to the Mesa bug database at www.mesa3d.org /home/nuetzel l /usr/lib/libtxc_dxtn.so -rwxr-xr-x1 root root19623 2004-06-24 20:17 /usr/lib/libtxc_dxtn.so -Dieter --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel Deiter, are you able to run Doom3 on your 8500 board? I get : --- Input Initialization --- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) --- OSS Sound Initialization --- opened sound device '/dev/dsp' /dev/dsp - bit rate: 16, channels: 2, frequency: 44100 ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add X..GL_ARB_texture_non_power_of_two not found X..GL_ARB_texture_compression not found X..GL_EXT_texture_filter_anisotropic not found ...using GL_EXT_texture_lod ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap X..GL_NV_register_combiners not found ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found X..GL_ARB_vertex_buffer_object not found X..GL_ARB_vertex_program not found X..GL_ARB_fragment_program not found X..EXT_depth_bounds_test not found -- R_NV20_Init -- Not available. --- R200_Init --- Not available. -- R_ARB2_Init -- Not available. -- R_Exp_Init --- Disabled at compile time. - - R_ReloadARBPrograms - glprogs/test.vfp: GL_VERTEX_PROGRAM_ARB not available glprogs/test.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/interaction.vfp: GL_VERTEX_PROGRAM_ARB not available glprogs/interaction.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/bumpyEnvironment.vfp: GL_VERTEX_PROGRAM_ARB not available glprogs/bumpyEnvironment.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/ambientLight.vfp: GL_VERTEX_PROGRAM_ARB not available glprogs/ambientLight.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/shadow.vp: GL_VERTEX_PROGRAM_ARB not available glprogs/R200_interaction.vp: GL_VERTEX_PROGRAM_ARB not available glprogs/nv20_bumpAndLight.vp: GL_VERTEX_PROGRAM_ARB not available glprogs/nv20_diffuseColor.vp: GL_VERTEX_PROGRAM_ARB not available glprogs/nv20_specularColor.vp: GL_VERTEX_PROGRAM_ARB not available glprogs/nv20_diffuseAndSpecularColor.vp: GL_VERTEX_PROGRAM_ARB not available glprogs/environment.vfp: GL_VERTEX_PROGRAM_ARB not available glprogs/environment.vfp: GL_FRAGMENT_PROGRAM_ARB not available --- WARNING: vertex array range in virtual memory (SLOW) signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. Shutting down sound hardware --- OSS Sound Shutdown --- unmap dma sound buffer close sound device -- idRenderSystem::Shutdown() [EMAIL PROTECTED]:~/driconf-0.2.2$ Have you some particular settings? --- This SF.net email is sponsored
Re: Can't apply S3TC patch anymore with current Mesa
On Fri, 08 Oct 2004 19:18:30 +0200, Roland Scheidegger [EMAIL PROTECTED] wrote: Marcello Maggioni wrote: I get : WARNING: vertex array range in virtual memory (SLOW) signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. Shutting down sound hardware You don't list what you got as renderer, but this sounds to me like you got indirect rendering. You need to use LD_PRELOAD=/usr/lib/libGL.so to get it work, since doom3 dlopens libGL.so without RTLD_GLOBAL which will cause all Mesa-built dri drivers to fail. Roland Ok, With Roland suggestion Doom3 works , but I have textures on people not very good . It's only a problem of mine or is common? I had to disable TCL to make the texture visible :) --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Fri, 8 Oct 2004 20:44:14 +0200, Dieter Nützel [EMAIL PROTECTED] wrote: OK, I have a fix. Now, we have: #ifndef USE_EXTERNAL_DXTN_LIB #define USE_EXTERNAL_DXTN_LIB 0 #endif --- src/mesa/main/texcompress_s3tc.c.orig 2004-10-08 15:12:34.0 +0200 +++ src/mesa/main/texcompress_s3tc.c2004-10-08 19:54:43.0 +0200 @@ -29,7 +29,11 @@ */ #ifndef USE_EXTERNAL_DXTN_LIB +#if defined(XFree86LOADER) defined(IN_MODULE) #define USE_EXTERNAL_DXTN_LIB 0 +#else +#define USE_EXTERNAL_DXTN_LIB 1 +#endif #endif #include glheader.h Works, with UT2k3 UT2k4, DOOM3, Q3A, etc. Now, let's get to the TCL DOOM3 issues (dark lines across the textures)... -Dieter The fix doesn't work with me :( --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: Can't apply S3TC patch anymore with current Mesa
On Fri, 08 Oct 2004 13:23:03 -0700, Eric Anholt [EMAIL PROTECTED] wrote: On Fri, 2004-10-08 at 08:41, Dieter Nützel wrote: Am Freitag, 8. Oktober 2004 17:37 schrieb Felix Kühling: On Fri, 8 Oct 2004 17:10:35 +0200 Dieter Nützel [EMAIL PROTECTED] wrote: [snip] When I set 'setenv force_s3tc_enable 1' quake3-smp do NOT start anymore. ATTENTION: default value of option force_s3tc_enable overridden by environment. Fatal error in __driConfigOptions line 75, column 0: illegal default value: 1. That's because 1 is indeed illegal for boolean options such as force_s3tc_enable. Legal values are true and false. OK, but do not help ;-) It's working for myself and Roland. What build system are you using? I only added the USE_EXTERNAL_DXTN_LIB=1 define in Mesa linux-dri (and therefore linux-dri-x86) target. If you're using something else, you'll have to add the define to whatever CFLAGS there. -- Eric Anholt[EMAIL PROTECTED] http://people.freebsd.org/~anholt/ [EMAIL PROTECTED] --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel I have already -DUSE_EXTERNAL_DXTN_LIB=1 in my CFLAGS , I need something more? --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: R200 ReadPixels optimization
On Fri, 08 Oct 2004 15:12:51 -0700, Ian Romanick [EMAIL PROTECTED] wrote: Marcello Maggioni wrote: I experience a great slowdown in using this patch . [EMAIL PROTECTED]:~/driconf-0.2.2$ glxgears Mesa: software DXTn compression/decompression available Using MMX version of ReadRGBASpan 27 frames in 5.1 seconds = 5.320 FPS 25 frames in 5.0 seconds = 4.982 FPS [EMAIL PROTECTED]:~/driconf-0.2.2$ That's just weird. glxgears should never end up in any of the code modified by this patch. I get ~1600 fps on my box with the patch applied. Do you have any other patches? There is one known bug in the patch. I accidentally left it set so that the SSE and SSE2 versions were never used. That's why you get the Using MMX version message. I should have an updated version in a bit. Mmm, I rebooted my system and now GLXGEARS is back to acceptable values. Probably only rebooting X wasn't enough :) I'm waiting for the SSE version :) Bye --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: r200 comment.. shock rifle issue..
On Sat, 2 Oct 2004 03:49:16 +0100 (IST), Dave Airlie [EMAIL PROTECTED] wrote: from r200_texstate.c:1340 maybe needs to be done pairwise due to 2 parallel (physical) tex units ? looks like that's not the case, if 8500/9100 owners don't complain remove this... Anyone want to bet this has something to do with the shock rifle.. probably not but the comment stood out at me.. Dave. -- David Airlie, Software Engineer http://www.skynet.ie/~airlied / airlied at skynet.ie pam_smb / Linux DECstation / Linux VAX / ILUG person --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel If testing is needed I'm here Bye Marcello --- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: UT2004 freeze when shooting with Shock Rifle
On Sun, 19 Sep 2004 11:10:43 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote: On Sun, 19 Sep 2004 10:59:25 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote: I've finally done it :) It was quite difficult , the rendering speed was too slow and I couldn't reproduce the freeze with that speed (the game took hours to load into a stage ) . So I had to enable NMI_WATCHDOG then redirect the output of R200_DEBUG=san into /dev/shm (the memory is much faster than the HD! ) and then access by SSH into the system and copy the log file into a real filesystem before rebooting . Anyway now I have the log file , but the problem is that are 210 MB (6MB compressed) :O What should I do? posting it to the ML or not?? Bye Marcello Ehm, I quote myself :P I've put it on my webspace, if you want to download it the URL is : http://www.webalice.it/hayarms/ut2004lock.log.bz2 I hope that this can help :) If you need some testing I'm here ... :) Bye Marcello Up :) --- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: UT2004 freeze when shooting with Shock Rifle
On Sun, 12 Sep 2004 22:00:45 +0200, Roland Scheidegger [EMAIL PROTECTED] wrote: Marcello Maggioni wrote: On Sun, 12 Sep 2004 00:34:01 +0200, Roland Scheidegger [EMAIL PROTECTED] wrote: Marcello Maggioni wrote: My card is a 3D prophet Radeon 8500LE with R200 ,My drivers are the lastest taken yesterday from CVS. I've downloaded the demo , and the game seemed to run fine at least until I tried to shoot with a Shock Rifle . Just after the laser beam started to run from my rifle to the target the system simply freezed . No one has ideas or info about this? I think some time ago it was suggested to create a small, empty room and fire the shock rifle in that (and log the commands submitted to the gpu) to see what's going on. I'll might just do that if I find some time, though the fact that the lockup doesn't happen on anything else than real R200 and not the derivative chips doesn't really help (and it does not only not lockup on rv250, but actually looks correct too). Roland Hi . I've heard of this . I can do those test if you can tell me how to catch the commands submitted to the GPU into a file or in some other ways . Basically, you can simply use R200_DEBUG environment variable set to sanity (there are other deubg values possible - see dri_debug_control in r200_context.c), so start with something like R200_DEBUG=san ut2k4 ut2k4debugsan.log. However, there are some problems with that approach: 1) the log file will be HUGE (basically 3d rendering speed will be limited by how fast your hd can write the log file...). 2) you don't know what exactly to look for in the output - the commands which caused the GPU lockup are typically not exactly at the end, but somewhat before that. Roland I've finally done it :) It was quite difficult , the rendering speed was too slow and I couldn't reproduce the freeze with that speed (the game took hours to load into a stage ) . So I had to enable NMI_WATCHDOG then redirect the output of R200_DEBUG=san into /dev/shm (the memory is much faster than the HD! ) and then access by SSH into the system and copy the log file into a real filesystem before rebooting . Anyway now I have the log file , but the problem is that are 210 MB (6MB compressed) :O What should I do? posting it to the ML or not?? Bye Marcello --- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: UT2004 freeze when shooting with Shock Rifle
On Sun, 19 Sep 2004 10:59:25 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote: I've finally done it :) It was quite difficult , the rendering speed was too slow and I couldn't reproduce the freeze with that speed (the game took hours to load into a stage ) . So I had to enable NMI_WATCHDOG then redirect the output of R200_DEBUG=san into /dev/shm (the memory is much faster than the HD! ) and then access by SSH into the system and copy the log file into a real filesystem before rebooting . Anyway now I have the log file , but the problem is that are 210 MB (6MB compressed) :O What should I do? posting it to the ML or not?? Bye Marcello Ehm, I quote myself :P I've put it on my webspace, if you want to download it the URL is : http://www.webalice.it/hayarms/ut2004lock.log.bz2 I hope that this can help :) If you need some testing I'm here ... :) Bye Marcello --- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [r200] updated drm.watchdog.3 version
On Mon, 13 Sep 2004 23:08:07 +0200, Roland Scheidegger [EMAIL PROTECTED] wrote: Dieter Nützel wrote: Am Montag, 13. September 2004 22:08 schrieb Dieter Nützel: I've updated the drm.watchdog.2.patch http://marc.theaimsgroup.com/?l=dri-develm=108551485018672w=2 to latest DRM CVS and it works together with ati.unlock.1.patch and ati.drm-r300-version.1.patch http://marc.theaimsgroup.com/?l=dri-develm=108551675805810w=2 when the UT2003/2004 lockups ('Shock Rifle') arise. But the 3D engine wouldn't run again before a hard reset take place ;-( Any newly started 3D app would be stopped after an empty window popped up. Addition: After I've stopped X, 'rrmod radeon', reloaded it and restarted X I could run all 3D apps, again. No reboot needed - GREAT. Does the switch to console - switch back to X (to trigger the resume code) trick no longer work as it did previously? Roland --- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 13. Go here: http://sf.net/ppc_contest.php -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel Hey, that's pretty good! Tomorrow I'll make some tests too with the method that Roland has explained me . In your opinion guys , there is a possibility to prevent this lockup ? Bye Marcello --- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 13. Go here: http://sf.net/ppc_contest.php -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: UT2004 freeze when shooting with Shock Rifle
On Fri, 10 Sep 2004 19:52:55 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote: Hi all , I've posted for AA few days ago, and I'm here again :) Now the problem is with UT2004 . My card is a 3D prophet Radeon 8500LE with R200 ,My drivers are the lastest taken yesterday from CVS. I've downloaded the demo , and the game seemed to run fine at least until I tried to shoot with a Shock Rifle . Just after the laser beam started to run from my rifle to the target the system simply freezed . I've tried all the sort of workarounds , disable all effects, running at 640x480 at 16bit , disable TCL , disable Texture Units etc etc ... no way. I've enabled the NMI Watchdog and after that I can SSH into the system and try to reboot (the system doesn't reboot, but seem that the filesystems are umounted anyway) . It's a pity, because the game runs fine until the player or a BOT try to shoot with the Shock Rifle . Thanks for your work :) Bye Marcello Here my GLXINFO: [EMAIL PROTECTED]:~$ glxinfo -l name of display: :0.0 Mesa: software DXTn compression/decompression available display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig 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_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 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_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig OpenGL vendor string: Tungsten Graphics, Inc. OpenGL renderer string: Mesa DRI R200 20040906 AGP 1x x86/MMX+/3DNow!+/SSE TCL OpenGL version string: 1.3 Mesa 6.2 OpenGL extensions: GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, 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_dot3, 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_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_histogram, GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, 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_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_S3_s3tc OpenGL limits: GL_MAX_ATTRIB_STACK_DEPTH = 16 GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16 GL_MAX_CLIP_PLANES = 6 GL_MAX_COLOR_MATRIX_STACK_DEPTH = 4 GL_MAX_ELEMENTS_VERTICES = 3000 GL_MAX_ELEMENTS_INDICES = 3000 GL_MAX_EVAL_ORDER = 30 GL_MAX_LIGHTS = 8 GL_MAX_LIST_NESTING = 64 GL_MAX_MODELVIEW_STACK_DEPTH = 32 GL_MAX_NAME_STACK_DEPTH = 64 GL_MAX_PIXEL_MAP_TABLE = 256 GL_MAX_PROJECTION_STACK_DEPTH = 32 GL_MAX_TEXTURE_STACK_DEPTH = 10 GL_MAX_TEXTURE_SIZE = 1024 GL_MAX_3D_TEXTURE_SIZE = 64 GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 256 GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 1024 GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 7 GL_MAX_TEXTURE_UNITS_ARB = 6
Re: UT2004 freeze when shooting with Shock Rifle
On Sun, 12 Sep 2004 00:34:01 +0200, Roland Scheidegger [EMAIL PROTECTED] wrote: Marcello Maggioni wrote: My card is a 3D prophet Radeon 8500LE with R200 ,My drivers are the lastest taken yesterday from CVS. I've downloaded the demo , and the game seemed to run fine at least until I tried to shoot with a Shock Rifle . Just after the laser beam started to run from my rifle to the target the system simply freezed . No one has ideas or info about this? I think some time ago it was suggested to create a small, empty room and fire the shock rifle in that (and log the commands submitted to the gpu) to see what's going on. I'll might just do that if I find some time, though the fact that the lockup doesn't happen on anything else than real R200 and not the derivative chips doesn't really help (and it does not only not lockup on rv250, but actually looks correct too). Roland Hi . I've heard of this . I can do those test if you can tell me how to catch the commands submitted to the GPU into a file or in some other ways . Thanks for your work Marcello --- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 13. Go here: http://sf.net/ppc_contest.php -- ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
UT2004 freeze when shooting with Shock Rifle
Hi all , I've posted for AA few days ago, and I'm here again :) Now the problem is with UT2004 . My card is a 3D prophet Radeon 8500LE with R200 ,My drivers are the lastest taken yesterday from CVS. I've downloaded the demo , and the game seemed to run fine at least until I tried to shoot with a Shock Rifle . Just after the laser beam started to run from my rifle to the target the system simply freezed . I've tried all the sort of workarounds , disable all effects, running at 640x480 at 16bit , disable TCL , disable Texture Units etc etc ... no way. I've enabled the NMI Watchdog and after that I can SSH into the system and try to reboot (the system doesn't reboot, but seem that the filesystems are umounted anyway) . It's a pity, because the game runs fine until the player or a BOT try to shoot with the Shock Rifle . Thanks for your work :) Bye Marcello Here my GLXINFO: [EMAIL PROTECTED]:~$ glxinfo -l name of display: :0.0 Mesa: software DXTn compression/decompression available display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig 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_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 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_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig OpenGL vendor string: Tungsten Graphics, Inc. OpenGL renderer string: Mesa DRI R200 20040906 AGP 1x x86/MMX+/3DNow!+/SSE TCL OpenGL version string: 1.3 Mesa 6.2 OpenGL extensions: GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, 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_dot3, 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_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_histogram, GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, 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_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_S3_s3tc OpenGL limits: GL_MAX_ATTRIB_STACK_DEPTH = 16 GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16 GL_MAX_CLIP_PLANES = 6 GL_MAX_COLOR_MATRIX_STACK_DEPTH = 4 GL_MAX_ELEMENTS_VERTICES = 3000 GL_MAX_ELEMENTS_INDICES = 3000 GL_MAX_EVAL_ORDER = 30 GL_MAX_LIGHTS = 8 GL_MAX_LIST_NESTING = 64 GL_MAX_MODELVIEW_STACK_DEPTH = 32 GL_MAX_NAME_STACK_DEPTH = 64 GL_MAX_PIXEL_MAP_TABLE = 256 GL_MAX_PROJECTION_STACK_DEPTH = 32 GL_MAX_TEXTURE_STACK_DEPTH = 10 GL_MAX_TEXTURE_SIZE = 1024 GL_MAX_3D_TEXTURE_SIZE = 64 GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 256 GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 1024 GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 7 GL_MAX_TEXTURE_UNITS_ARB = 6 GL_MAX_TEXTURE_LOD_BIAS_EXT = 11 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16 GL_MAX_VIEWPORT_DIMS = 4096, 4096 GL_ALIASED_LINE_WIDTH_RANGE = 1, 10 GL_SMOOTH_LINE_WIDTH_RANGE =
[R200] Lockups after few time in America's Army
Hi all, I'm using a 3D prophet Radeon 8500LE and the lastest DRI drivers from CVS + S3TC patch . I've noticed that I can't play to ArmyOps , because after few time I've started the game the game image simply freeze . I can hear the sound of the game, but I can't do anything. CTRL + ALT + BACKSPACE doesn't work , CTRL + ALT + CANC neither , the system is locked up . I've already tried with AGP 4x and 1x , with and without PageFlip , but no luck. Here is my driver version: Bye Marcello [EMAIL PROTECTED]:~$ glxinfo name of display: :0.0 Mesa: software DXTn compression/decompression available display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig 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_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 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_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig OpenGL vendor string: Tungsten Graphics, Inc. OpenGL renderer string: Mesa DRI R200 20040906 AGP 1x x86/MMX+/3DNow!+/SSE TCL OpenGL version string: 1.3 Mesa 6.2 OpenGL extensions: GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, 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_dot3, 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_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_histogram, GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, 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_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_S3_s3tc glu version: 1.3 glu extensions: GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess 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 a bf th cl r g b a ns b eat -- 0x23 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0 None 0x24 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x25 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 Slow 0x26 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x27 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 None 0x28 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x29 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0 Slow 0x2a 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x2b 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0 None 0x2c 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x2d 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0 Slow 0x2e 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x2f 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0 None 0x30 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x31 24 dc 0 32 0 r