[Bug 5459] Quake 4 darkness

2006-01-09 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2006-01-10 01:13 ---
Okay, the issue doesn't occur once I port the changes from r300.sf.net cvs over
to mesa cvs head.  What I believe is happening is that the nodes which control
texture indirection are being setup incorrectly.  alu_end and tex_end are
actually relative to alu_offset and tex_offset, not to the start of the program.
 This is one of the things that fixes for some badness on my behalf is
referring to in the commit message.

I've ported the code from r300 cvs over to current Mesa cvs head.  Would you
prefer to look that over and commit it, or would you like me to fix this
particular issue seperately?  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-09 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-01-10 02:52 ---
(In reply to comment #5)
 Okay, the issue doesn't occur once I port the changes from r300.sf.net cvs 
 over
 to mesa cvs head.  What I believe is happening is that the nodes which control
 texture indirection are being setup incorrectly.  alu_end and tex_end are
 actually relative to alu_offset and tex_offset, not to the start of the 
 program.
  This is one of the things that fixes for some badness on my behalf is
 referring to in the commit message.
 
 I've ported the code from r300 cvs over to current Mesa cvs head.  Would you
 prefer to look that over and commit it, or would you like me to fix this
 particular issue seperately?

One set of changes will be just fine.  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-09 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to
   
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-01-10 03:25 ---
Created an attachment (id=4302)
 -- (https://bugs.freedesktop.org/attachment.cgi?id=4302action=view)
fix node setup

Here it is, not tested against anything except a few mesa demos and your test
program.  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-09 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-01-10 05:41 ---
(In reply to comment #7)
 Created an attachment (id=4302)
 -- (https://bugs.freedesktop.org/attachment.cgi?id=4302action=view) [edit]
 fix node setup
 
 Here it is, not tested against anything except a few mesa demos and your test
 program.

Commited. That didnt fix q4 though.
Do you have the other patch around so I can check it in?  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-09 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-01-10 07:48 ---
Created an attachment (id=4304)
 -- (https://bugs.freedesktop.org/attachment.cgi?id=4304action=view)
Missing code from r300.sf.net cvs

Okay.  There's quite a few changes in there, I don't recall it breaking
anything but I can't be sure.

Doom3 seemed to look almost fine (once disabling S3TC) so hopefully Quake4 will
also.  I couldn't test quake4 as it was SEGV'ing somewhere after
tnl/t_vb_arbprogram_sse.c::build_vertex_program().  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-09 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-01-10 08:21 ---
That patch makes some static functions non-static, without adding the r300
prefix to the function name. Doesn't seem like a good idea?  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-09 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to
   
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 

[EMAIL PROTECTED] changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED




--- Additional Comments From [EMAIL PROTECTED]  2006-01-10 10:05 ---
(In reply to comment #9)
 Created an attachment (id=4304)
 -- (https://bugs.freedesktop.org/attachment.cgi?id=4304action=view) [edit]
 Missing code from r300.sf.net cvs
 
 Okay.  There's quite a few changes in there, I don't recall it breaking
 anything but I can't be sure.

Thanks.
Iv checked it in.

 
 Doom3 seemed to look almost fine (once disabling S3TC) so hopefully Quake4 
 will
 also.  I couldn't test quake4 as it was SEGV'ing somewhere after
 tnl/t_vb_arbprogram_sse.c::build_vertex_program().

q4 worked for me when sse codegen was turned off. Ill see if I can get it to
work with hw vertex shaders.  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-06 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-01-06 18:49 ---
(In reply to comment #2)
 I'm not able to test this myself on r300 hardware currently.  How does the 
 test
 case fail? ie. complete blackness, or just the wrong image?

First one was black and second darkish.
However, I tested this again on r480 and got different results.
Some more testing reveals that sometimes it works and sometimes not.
Im suspecting undefined z or w component is leaking into to the tex instruction,
thus causing random behaviour.

 
 Also, are you able to turn on the dump_program() call at the end of
 translate_fragment_shader() and post the output please?

I have been able to reproduce this with another program:
!!ARBfp1.0\n
ATTRIB i0 = fragment.color;
TEMP t0, t1;
MOV t0, i0;
TEX result.color, t0, texture[0], 2D;
END

I either get zero visible fragments with this or then it works as expected.

output:

pc=1*
Mesa program:
-
  0: MOV TEMP[0], INPUT[1];
  1: TEX  OUTPUT[0], TEMP[0], texture[0], 2D
  2: END;
Hardware program


tex:
8081

NODE 0: alu_offset: 0, tex_offset: 0, alu_end: 0, tex_end: -1
NODE 1: alu_offset: 1, tex_offset: 0, alu_end: 1, tex_end: 0
00011230
00050a80
00050a80
000111b0
03860800
1c020802
00011270
00040889
00040889
000111f0
00860800
01020802
  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-06 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to
   
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-01-05 21:00 ---
I'm not able to test this myself on r300 hardware currently.  How does the test
case fail? ie. complete blackness, or just the wrong image?

Also, are you able to turn on the dump_program() call at the end of
translate_fragment_shader() and post the output please?  
 
 
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[Bug 5459] Quake 4 darkness

2006-01-06 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5459  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-01-07 05:04 ---
Okay, the disassembly of the fragment program doesn't turn up any obvious
mistakes in the program generation.

I'll try and convince Xorg to play nice with radeon again on Sunday and take a
closer look.  
 
 
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[Bug 5459] Quake 4 darkness

2005-12-29 Thread bugzilla-daemon
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--- Additional Comments From [EMAIL PROTECTED]  2005-12-30 18:01 ---
Created an attachment (id=4198)
 -- (https://bugs.freedesktop.org/attachment.cgi?id=4198action=view)
Test program

Both cases fail on rv350  
 
 
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