[Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-21 Thread Manuel Teira

Well. I had to make a pair of commits because I forget to 'add' the new files 
for the mach64 support  before making the first 'commit'. I hope I didn't 
forget anything. 

If you find any problem compiling the new branch, please make me know.

Best regards.
--
M. Teira



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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-22 Thread Malte Cornils

Manuel Teira wrote:
> If you find any problem compiling the new branch, please make me know.

OK, let me see. With regards to that libXau problem: it
's sufficient to just copy /usr/X11R6/lib to /usr/X11R6-DRI/lib, the
rest of the tree isn't necessary. Otherwise, I followed the DRI
compilation guide under "Documentation". 

The build (or rather, the make install) failed until I removed tdfx
from line 821 in file
X11R6-DRI/build/xc/lib/GL/mesa/src/drv/Makefile.

The instructions for making the nls stuff seem to be outdated, since
there no longer is any xc/nls in CVS.

taking /usr/X11R6-DRI/lib into ld.so.conf doesn
't help for libGL and libGLU, since those already should exist from
any previous X installation in /usr/lib, and /usr/lib is implicitly
given preference over anything form ld.so.conf. I had to move the
old ones away and symlink/copy over the new ones.

Unfortunately, I have a PCI Mach64; modprobe mach64 failed without a
helpful error message since agpgart wasn
't installed into the kernel. After modprobing agpgart, then
modprobing mach64 (that last one is probably also handled
automagically at X startup), glxinfo showed the valued "Direct
Rendering enabled". And it was; small differences in the display of
3D apps showed that. However, performance was about as slow as
software-rendering; at least for gltron, I got about the same
average fps as with software mesa.

That is probably due to my card not being an AGP variant (also my
mainboard does have a - currently empty - AGP slot). 

That
's about it - I tested 3D with gears, gltron and blender and all
"worked" with a few glitches (not important right now).

So, I hope you'll find my report useful. It certainly was fun for
me, believe it or not.

Thanks for the great work so far,
Yours Malte #8-)

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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-22 Thread Manuel Teira

El Lun 22 Oct 2001 17:52, Malte Cornils escribió:
> Manuel Teira wrote:
> > If you find any problem compiling the new branch, please make me know.
>
> OK, let me see. With regards to that libXau problem: it
> 's sufficient to just copy /usr/X11R6/lib to /usr/X11R6-DRI/lib, the
> rest of the tree isn't necessary. Otherwise, I followed the DRI
> compilation guide under "Documentation".

O.K. This is just a issue derived from the trimming of the DRI trunk, I hope.
>
> The build (or rather, the make install) failed until I removed tdfx
> from line 821 in file
> X11R6-DRI/build/xc/lib/GL/mesa/src/drv/Makefile.

Have you got errores related to the glide library?
Perhaps you should comment out the line:
#define HasGlide3 YES
in the host.def file.
Or perhaps would be good to comment it out in our mach64 branch.

>
> The instructions for making the nls stuff seem to be outdated, since
> there no longer is any xc/nls in CVS.
>
> taking /usr/X11R6-DRI/lib into ld.so.conf doesn
> 't help for libGL and libGLU, since those already should exist from
> any previous X installation in /usr/lib, and /usr/lib is implicitly
> given preference over anything form ld.so.conf. I had to move the
> old ones away and symlink/copy over the new ones.
What I made for the tests was using:
export LD_PRELOAD=/usr/X11R6-DRI/lib/libGL.so

or

export LD_LIBRARY_PATH=/usr/X11R6-DRI/lib


>
> Unfortunately, I have a PCI Mach64; modprobe mach64 failed without a
> helpful error message since agpgart wasn
> 't installed into the kernel. After modprobing agpgart, then
> modprobing mach64 (that last one is probably also handled
> automagically at X startup), glxinfo showed the valued "Direct
> Rendering enabled". And it was; small differences in the display of
> 3D apps showed that. However, performance was about as slow as
> software-rendering; at least for gltron, I got about the same
> average fps as with software mesa.
>
> That is probably due to my card not being an AGP variant (also my
> mainboard does have a - currently empty - AGP slot).

I don't know. We are not using any AGP feature just now. What processor does
your computer have? I'm getting about 215-220 fps in hw mode and no more than
100 (not exactly) in software mode.
>
> That
> 's about it - I tested 3D with gears, gltron and blender and all
> "worked" with a few glitches (not important right now).
>
> So, I hope you'll find my report useful. It certainly was fun for
> me, believe it or not.

Thank you for your report.



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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-22 Thread Malte Cornils

Manuel Teira wrote:
> Have you got errores related to the glide library?
> Perhaps you should comment out the line:
> #define HasGlide3 YES
> in the host.def file.
> Or perhaps would be good to comment it out in our mach64 branch.

oops. That's likely the problem. I got so used to configure-like
scripts to determine what I have installed that I just skipped the
Glide stuff in host.def. This might actually help, yes. :-)

> What I made for the tests was using:
> export LD_PRELOAD=/usr/X11R6-DRI/lib/libGL.so

ok, sure that'll work. 

> > That is probably due to my card not being an AGP variant (also my
> > mainboard does have a - currently empty - AGP slot).
> 
> I don't know. We are not using any AGP feature just now. What processor does
> your computer have? I'm getting about 215-220 fps in hw mode and no more than
> 100 (not exactly) in software mode.

ah, this is gears fps now, not gltron, right? ok gears does 160
software now on my Duron 800, while on Mach64-accel it does 260.
gltron does 5-15 on mach64, 5-15 on plain mesa, too; although it
subjectively seems to be a bit jerkier. Anyway, with the old Utah
code I got more (at least 20fps, but on a K6-2 333) but that has
time. I'm more concerned about glxgears: in software mode, it shows
the three gears moving; in hardware mode, it just shows a huge
close-up of the red one moving. Strange, since gltron looks almost
equivalent under both modes, with hardware having a bit better
texture filtering IMHO. BTW, why does mach64 module insertion
fail when agpgart isn't installed if it doesn't use any features
from AGP?

HTH, Yours Malte #8-)

PS: no need to Cc me, I'm on this list.

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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-22 Thread Carl Busjahn

Hello,
I've done some testing on my machine with the CVS branch that Manuel did 
so well.
I find that it works great on my machine.  I get about 27 fps in gltron, 
but this is a k6 550mhz.  Quake 3 was even "nearly" playable in 
548x380(or whatever that mode is).   I just saw now, that you are using 
a PCI card.  Perhaps I can get this code to my friend with a iMac :-) 
 (anyone know where I can get a PPC cross compilier?)  

The Mach64 driver calls for agp, which is why it's failing, I suppose 
that you could take out that call for machines with PCI cards, but 
AGPgart won't mess up machines even without AGP chipsets.  What kind of 
speed do you get with Pulsar? You might also want to look at the cpu 
utilization.   My frame rate in Pulsar runs from 45-90fps, but the CPU 
utilization seems to be greater at the slower frame rate. in a window at 
1024x768.  When I use the -root option it runs about 35fps (again at 
1024x768).  Though when using the -texture option it's pretty solid at 
45fps with cpu at about 50%.  Without the -fps option it seems much 
smoother.

By the way, in comparison, my setup doesn't get over 200fps in glxgears, 
and the cpu is at 100%

Malte Cornils wrote:

>Manuel Teira wrote:
>
>>Have you got errores related to the glide library?
>>Perhaps you should comment out the line:
>>#define HasGlide3 YES
>>in the host.def file.
>>Or perhaps would be good to comment it out in our mach64 branch.
>>
>
>oops. That's likely the problem. I got so used to configure-like
>scripts to determine what I have installed that I just skipped the
>Glide stuff in host.def. This might actually help, yes. :-)
>
>>What I made for the tests was using:
>>export LD_PRELOAD=/usr/X11R6-DRI/lib/libGL.so
>>
>
>ok, sure that'll work. 
>
>>>That is probably due to my card not being an AGP variant (also my
>>>mainboard does have a - currently empty - AGP slot).
>>>
>>I don't know. We are not using any AGP feature just now. What processor does
>>your computer have? I'm getting about 215-220 fps in hw mode and no more than
>>100 (not exactly) in software mode.
>>
>
>ah, this is gears fps now, not gltron, right? ok gears does 160
>software now on my Duron 800, while on Mach64-accel it does 260.
>gltron does 5-15 on mach64, 5-15 on plain mesa, too; although it
>subjectively seems to be a bit jerkier. Anyway, with the old Utah
>code I got more (at least 20fps, but on a K6-2 333) but that has
>time. I'm more concerned about glxgears: in software mode, it shows
>the three gears moving; in hardware mode, it just shows a huge
>close-up of the red one moving. Strange, since gltron looks almost
>equivalent under both modes, with hardware having a bit better
>texture filtering IMHO. BTW, why does mach64 module insertion
>fail when agpgart isn't installed if it doesn't use any features
>from AGP?
>
>HTH, Yours Malte #8-)
>
>PS: no need to Cc me, I'm on this list.
>
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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-22 Thread R C

On Mon, Oct 22, 2001 at 11:19:41PM -0400, Carl Busjahn wrote:
> Hello,
> The Mach64 driver calls for agp, which is why it's failing, I suppose 
> that you could take out that call for machines with PCI cards, but 
> AGPgart won't mess up machines even without AGP chipsets.  What kind of 

With Mach64, perhaps. With Radeon PCI, it locks up horribly in Xserver
initialization.

R C

-- 
They said it was *daft* to build a space station in a swamp, but I showed them!
It sank unto the swamp.  So I built a second space station.  That sank into 
the swamp too. My third space station sank into the swamp. So I built a fourth 
one.  That fell into a time warp and _then_ sank into the swamp.  But the fifth
one...  stayed up! --Monty Python/Babylon 5

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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-22 Thread Leif Delgass

On Tue, 23 Oct 2001, Malte Cornils wrote:

[snip]
> gltron does 5-15 on mach64, 5-15 on plain mesa, too; although it
> subjectively seems to be a bit jerkier. Anyway, with the old Utah code
> I got more (at least 20fps, but on a K6-2 333) but that has time. I'm
> more concerned about glxgears: in software mode, it shows the three
> gears moving; in hardware mode, it just shows a huge close-up of the
> red one moving. Strange, since gltron looks almost equivalent under
> both modes, with hardware having a bit better texture filtering IMHO.
> BTW, why does mach64 module insertion fail when agpgart isn't
> installed if it doesn't use any features from AGP?

Are you sure gltron is using the right libGL?  You should see something
like this on the console when you run gltron:

OpenGL Info: 'Gareth Hughes'
Mesa DRI Mach64 20001218 [Rage Pro] x86 - 1.2 Mesa 3.4.2

I tried gltron 0.59, and with alpha blending off (there seems to be a
problem here -- with it on you can't see most of the cycles/trails), I'm
getting ~25-30 fps average on my 400MHz PII laptop at 640x480 windowed,
16bpp, whereas with software I get about 2 fps (even the menus are
horribly slow).  Also, what bit depth are you using?  16 works for me much
better than 24 (which can only do 800x600 with DRI for me).  At 24bpp I
get overlapping screens (buffer clear problem?) and a strange 'silkscreen'
kind of effect on some textures.  At 16bpp I also have texture problems in
q3demo (I see white walls/floors, no textures but damage textures from
weapons show up over the white) and the above mentioned problem with alpha
blending.

I did a little research and here's some more info on the state of the
driver...

Heres one of Gareth's last log entries (2000/12/17) from the original
mach64 branch:


Hardware accelerated rendering for the Rage Pro.

Client-side PIO with texturing, enough to play Q3A 'Fastest'.
Multitexture not working correctly at this stage, no lines or points,
bits of state missing etc.  Should run most of the Mesa demos.

I will make a full post to dri-devel regarding the current state of the
driver, so please see that for more information.


I tracked down the post (Geocrawler, yech!):


To prevent a whole bunch of people emailing me and asking me about this
(ie. please don't email me and ask me about this!), here's some info on
the Rage Pro driver I just committed.

The mach64-0-0-1 branch code now does full hardware-accelerated
rendering of tris and quads (no lines or points yet).  Texturing is
supported, but multitexture is slightly broken.  There are undoubtedly
bits of state that aren't being set up correctly, which will result in
incorrect rendering of primitives, but on the whole it should cope with
most of the Mesa demos.

I have been able to play Quake3 on 'Fastest' settings, and get a
timedemo of around 30fps with my 600MHz Duron system (pure brute force
here, the driver is slow due to lack of DMA).  There are some minor
glitches, but it works fairly well.

Now for the instructions:

This is EARLY DEVELOPMENT WORK.  It is buggy and incomplete.  Therefore,
DO NOT email me if you have problems, if it crashes your machine,
whatever.  I will at best ignore all such emails.  I'd rather spend time
working on the driver than answering support emails at this time.

This driver is COMPLETELY INSECURE.  The client-side driver is doing
register programming, which is pure evil.  I take no responsibility for
any damage that may be done to your system by running the driver at this
early stage of development.

Having said that, feel free to check the driver out.  This work is being
done on my spare time, and thus there will never be any timeline for
release.  I will continue working on it if/when I have the time.


-- 
Leif Delgass






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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-22 Thread Leif Delgass

> At 16bpp I also have texture problems in q3demo (I see white
> walls/floors, no textures but damage textures from weapons show up
> over the white) and the above mentioned problem with alpha blending.

The q3demo texture problem only appears with lightmap lighting -- vertex
lighting works fine.

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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-23 Thread Manuel Teira

El Mar 23 Oct 2001 06:17, Leif Delgass escribió:
> On Tue, 23 Oct 2001, Malte Cornils wrote:
>
> [snip]
>
> > gltron does 5-15 on mach64, 5-15 on plain mesa, too; although it
> > subjectively seems to be a bit jerkier. Anyway, with the old Utah code
> > I got more (at least 20fps, but on a K6-2 333) but that has time. I'm
> > more concerned about glxgears: in software mode, it shows the three
> > gears moving; in hardware mode, it just shows a huge close-up of the
> > red one moving. Strange, since gltron looks almost equivalent under
> > both modes, with hardware having a bit better texture filtering IMHO.
> > BTW, why does mach64 module insertion fail when agpgart isn't
> > installed if it doesn't use any features from AGP?

This is an interesting problem. How are other drivers dealing with this? I
suppose that the mach64 driver only should try to load the agpgart when the
card is agp based. I'm trying to see how could this be made.


> OpenGL Info: 'Gareth Hughes'
> Mesa DRI Mach64 20001218 [Rage Pro] x86 - 1.2 Mesa 3.4.2
>
> I tried gltron 0.59, and with alpha blending off (there seems to be a
> problem here -- with it on you can't see most of the cycles/trails), I'm
> getting ~25-30 fps average on my 400MHz PII laptop at 640x480 windowed,
> 16bpp, whereas with software I get about 2 fps (even the menus are
> horribly slow).  Also, what bit depth are you using?  16 works for me much
> better than 24 (which can only do 800x600 with DRI for me).  At 24bpp I
> get overlapping screens (buffer clear problem?) and a strange 'silkscreen'
> kind of effect on some textures.  At 16bpp I also have texture problems in
> q3demo (I see white walls/floors, no textures but damage textures from
> weapons show up over the white) and the above mentioned problem with alpha
> blending.
> Mesa DRI Mach64 20001218 [Rage Pro] x86 - 1.2 Mesa 3.4.2
>
> I tried gltron 0.59, and with alpha blending off (there seems to be a
> problem here -- with it on you can't see most of the cycles/trails), I'm
> getting ~25-30 fps average on my 400MHz PII laptop at 640x480 windowed,
> 16bpp, whereas with software I get about 2 fps (even the menus are
> horribly slow).  Also, what bit depth are you using?  16 works for me much
> better than 24 (which can only do 800x600 with DRI for me).  At 24bpp I
> get overlapping screens (buffer clear problem?) and a strange 'silkscreen'
> kind of effect on some textures.  At 16bpp I also have texture problems in
> q3demo (I see white walls/floors, no textures but damage textures from
> weapons show up over the white) and the above mentioned problem with alpha
> blending.

I have no one of the OpenGL demos installed but gears. I'll try to compile
them to compare your results.

Anyway, what I'm impatient to see is the results with the DMA working. Frank,
when do you think you'll have time to start this work? I've been looking at
the mga and the i810 driver, but I'm not seeing it clear. In the UTAH-GLX
driver there were two dma buffers, true? Should we use a freelist in the DRI
driver for the mach64? When should the DMA buffers be sent to the hardware?
Could different clients have different DMA buffers simultaneously?

Is the mga a good example to start to look at? Is the card similar to the
mach64?

Another WORK TO DO, is to allow 2D accelerated rendering and 3D at the same
time (actually the 2D acceleration is disabled in the driver). Why must it be
disabled now? What should be done to fix this?

As you can see, I'm a see of doubts.

Best regards.

--
Manuel Teira

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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-23 Thread Frank Earl

On Monday 22 October 2001 18:58, Malte Cornils wrote:

> BTW, why does mach64 module insertion
> fail when agpgart isn't installed if it doesn't use any features
> from AGP?

While we're opening the device, we're not using it because the code that we 
have was stalled at DMA operations (It's just the way Gareth was coding it at 
the time he was working on it)- we'll get to it shortly.  Right now, we're 
migrating what's already there to use the DRM properly (since it's just doing 
direct writes to the register right now...).

-- 
Frank Earl

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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-23 Thread Frank Earl

On Monday 22 October 2001 22:41, R C wrote:

> With Mach64, perhaps. With Radeon PCI, it locks up horribly in Xserver
> initialization.

There could be several reasons for that- the code should be checking for the 
lack of AGP support and do the right things.  As for it needing it to be 
loaded, we probably ought to do something like Utah-GLX does for textures, 
etc. so that we can get this off the ground for people with PCI setups while 
we look into what it'd take to do PCIGART type work for this driver.

-- 
Frank Earl

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Re: [Dri-devel] Mach64: mach64-0-0-2-branch created and updated

2001-10-23 Thread Frank Earl

On Tuesday 23 October 2001 11:28, Manuel Teira wrote:

> This is an interesting problem. How are other drivers dealing with this? I
> suppose that the mach64 driver only should try to load the agpgart when the
> card is agp based. I'm trying to see how could this be made.

The Utah-GLX code's got a good example of this- just check to make sure that 
the DRM infrastructure code (in the drm* files) isn't the one doing the 
loading and it's the Mach64 code doing it.  

> Anyway, what I'm impatient to see is the results with the DMA working.
> Frank, when do you think you'll have time to start this work? I've been
> looking at the mga and the i810 driver, but I'm not seeing it clear. In the
> UTAH-GLX driver there were two dma buffers, true? Should we use a freelist
> in the DRI driver for the mach64? When should the DMA buffers be sent to
> the hardware? Could different clients have different DMA buffers
> simultaneously?

I just checked it out last night.  I've got to get it where it's compiling so 
it may be a day or so before I get to any DMA changes.  I'm thinking 
something along the lines of a freelist if it doesn't have too much overhead- 
but it's going to be largish blocks- from my testing of games for Loki, I've 
discovered that each pass can use upwards of 512k or more per frame.  Better 
performance is obtained with _long_ lists for the chip to operate against as 
it allows the CPU to be doing other tasks longer.  It's a compromise- you 
want the longer lists, but you don't want the CPU to be waiting for a free 
list space too long so you try to pick a decent size and offer up enough 
slots for it to basically fly.  As for when they should be sent, well, it 
should be at the end of each frame (Mesa knows this and the driver's likely 
to have a stub for the function called) and when a buffer is really, really 
close to full (Taken care of by either the driver or the DRM- I'll have to 
look a little further at the DMA code in the other drivers to get a better 
idea of who's responsibility it is...).

> Is the mga a good example to start to look at? Is the card similar to the
> mach64?

For the DMA API, perhaps.  The RagePRO is an interesting beastie- it doesn't 
quite work like most of the other cards.  Unlike many of the cards that offer 
DMA support that I've seen, it does scatter-gather operations.  This means 
that we don't need a linear space and we can hand it huge tables of commands 
(4096 4k pages with a 16k descriptor table- larger descriptor tables are 
possible...)  In some ways, it makes our lives easier, in others it's more 
interesting.

> Another WORK TO DO, is to allow 2D accelerated rendering and 3D at the same
> time (actually the 2D acceleration is disabled in the driver). Why must it
> be disabled now? What should be done to fix this?

Implement the DMA interface, implement proper DRM locking for the DMA pass 
(and verify that the 2D code is honoring the DRM locks...), and re-code the 
Mesa layer driver to use the new DMA interface.  Implementing the interface 
code is my current priority as I see it- this way you or someone else can 
re-work the rest of the code.


-- 
Frank Earl

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