[Bug 4327] texture mapping bug on unichrome

2005-10-22 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 

[EMAIL PROTECTED] changed:

   What|Removed |Added

 Status|NEEDINFO|RESOLVED
 Resolution||FIXED




--- Additional Comments From [EMAIL PROTECTED]  2005-10-22 09:23 ---
Fixed in Mesa 6.4 branch CVS.  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-20 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 




--- Additional Comments From [EMAIL PROTECTED]  2005-10-20 00:47 ---
Created an attachment (id=3590)
 -- (https://bugs.freedesktop.org/attachment.cgi?id=3590action=view)
Patch that seems to fix the problem

I've attached a patch that seems to fix the problem, by making a light version
of viaWaitIdle, and calling it before texture image uploads.

In addition it addresses the breadcrumb 32 bit wraparound issue and the
possible CPU-time starvation issue in viaWaitIdle.
  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-20 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 




--- Additional Comments From [EMAIL PROTECTED]  2005-10-20 06:38 ---
If you decide to go with this patch, please apply it to the 6.4 branch too. 
 
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-19 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 

[EMAIL PROTECTED] changed:

   What|Removed |Added

  Component|libdri  |Drivers/DRI/Unichrome
Product|DRI |Mesa
Version|XOrg CVS|unspecified


  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-17 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 




--- Additional Comments From [EMAIL PROTECTED]  2005-10-17 00:28 ---
(In reply to comment #8)
 
 I don't think there's a need to lock before calling CheckIdle(), it's not
 changing the hardware state, I think it's ok to read an mmio reg without 
 holding
 the lock.

True, but the problem is that if you don't take the lock, another process could
theoretically keep the engine busy indefinitely.  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-15 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 




--- Additional Comments From [EMAIL PROTECTED]  2005-10-15 09:27 ---
Using the 2d engine for breadcrumbs seems to work fine, so it seems the
operation of 2d and 3d engines is somewhat coordinated.  It would be good to
make a stress-test for this.

Wraparounds aren't handled correctly (or at all, I think).

I don't think there's a need to lock before calling CheckIdle(), it's not
changing the hardware state, I think it's ok to read an mmio reg without holding
the lock.

  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-14 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2005-10-14 01:05 ---
Hmm.

IIRC, the Unichrome driver does not explicitly wait for 3D engine idle before
doing a back-to-front buffer blit, since this would probably involve making DMA
quiescent and doing a busy-wait on the 3D engine.

Rather, it assumes the command regulator waits for 3D engine idle before issuing
a 2D blit.

This might well be the cause, but then this would have severe performance
implications in very important applications such as glxgears ;)

We should really figure out wether this is the case. 

/Thomas  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-14 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 




--- Additional Comments From [EMAIL PROTECTED]  2005-10-14 02:20 ---
Texture upload (viaTexSubImage2D) is just done with a memcpy, not via a 2d blit.
 A quick look at the code shows that dma is flushed to the hardware prior to the
memcpy, but not that the hardware is idled.  

Via teximages are already tagged with a breadcrumb indicating when they were
last used.  Breadcrumb is a per-frame counter, so you'd want to do something 
like:

if (tex-breadcrumb = highest_retired_breadcrumb) {
   /* image hasn't been used recently - just go ahead and update */
}
else if (tex-breadcrumb = highest_submitted_breadcrumb) {
   /* image was used in a previous frame, but still pending on hardware */
   wait-for-breadcrumb
}
else {
   /* image has been used this frame */
   wait-for-dma-idle
}


I don't think this has any bearing on SwapBuffers?  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-14 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 




--- Additional Comments From [EMAIL PROTECTED]  2005-10-14 02:25 ---
Couple more comments.

I think the current implementation of viaTexImage2D is correct - any texture
memory which might still be acccessed by hardware is not updated - a new memory
block is allocated instead (see via_release_pending_textures).

An optimization for viaTexSubImage2D() would be to check if the whole texture
image is being updated and if so, use the viaTexImage path instead of waiting.  

 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-14 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 




--- Additional Comments From [EMAIL PROTECTED]  2005-10-14 15:25 ---
OK, Hmm,
I wasn't reading too carefully. I thought the problem might be caused by a
back-to front blit occuring before the 3D engine had completed it's rendering to
the back buffer.

Anyway, I compiled the submitted code and the problem is reproduced, and I did
some sync testing in viaTexSubImage2D:

If VIA_FLUSH_DMA(vmesa) is replaced by viaWaitIdle(vmesa), the problem goes
away, so it seems clear that the texture memory is written to while the 3D
engine uses it. The problem seems to be how to sync without having to lock and
wait for engine idle.

If the command regulator really waits for 3D engine idle before issuing a
pending 2D blit, then the problem is easily solved by emitting a breadcrumb
after the DMA flush and wait for it to be read. 

However, if the breadcrumb is blitted at the end of the command stream while the
3D engine still renders, there is a problem and we'll have to lock and wait for
3D engine idle. If this is really the case, then this must be done also before
back-to-front buffer blits otherwise parts of the image may not be completely
rendered before the blit occurs. Luckily, I don't think this is the case, and
really, commenting out 

while(!viaCheckIdle(vmesa))
  ;

from viaWaitIdle still makes the sample case render correctly.

Also, while looking at this, some things strike me:

1) Breadcrumb 32-bit wraparounds don't seem to be correctly handled?
2) Shouldn't viaCheckIdle be called locked from within viaWaitIdle? 

/Thomas  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-12 Thread bugzilla-daemon
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[EMAIL PROTECTED] changed:

   What|Removed |Added

 Status|NEW |NEEDINFO




--- Additional Comments From [EMAIL PROTECTED]  2005-10-12 08:28 ---
Is this bug still reproducable?  I seem to recall keithw making some changes
related to this since August.  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-10-12 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=4327  
 




--- Additional Comments From [EMAIL PROTECTED]  2005-10-12 16:59 ---
I just did a cvs update to my xorg, drm, and mesa trees and rebuilt everything.
The problem still occurs.  Is there anything else I should've updated?

You can still test it the program I pasted into the bug report.

As I mentioned earlier, you can change tiledim to 256 or 64 to see the problem a
little more clearly.

hope that helps.  
 
 
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[Bug 4327] texture mapping bug on unichrome

2005-08-31 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2005-08-31 17:50 ---
I've been playing with this a bit more and have some more notes...

- if in the sample, if you take out the glGetIntegerv and just set texdim to 64,
the artifact will be a bit larger and more obvious.

- if i use a separate texture id for each quad, everything looks fine.

- if i do a glFinish after each glDrawArrays() everything looks fine.

- it looks as if there's some sort of synchronization problem with
glTexSubImage2D.  as if one can change the texture with glTexSubImage2D() while
a triangle is still being rasterized with that texture and it affects the
rasterization of that triangle.  it seems one would want to wait until the last
glTexSubImage2D() was finished before allowing another one on the same texture
object rather than allowing them to clobber all over each other.  not sure if
that's what's happening here, but it looks like it might be.
  
 
 
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