Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Sergey V. Udaltsov

 I just tried to run my X in 1280x1024/24bpp (before it was 16bpp) and
 lost DRM! I got it back only in 800x600/24. Now when we have AGP
 textures working - what are the restrictions on resolutions/color depth?
Still no answer..:(
Could please anyone tell me why I cannot get 1280x1024/24bpp with AGP
texturing? Is this fundamental restriction or just temporary problem?
Should this [3 * screen size] be in video memory or total AGP memory
would suffice? 

Also, I noticed X server crashes while changing the resolution (as well
as switching to another VTs). Is there a way to track this in order to
help fixing?

Also, I found another nice GL testing app - glclock. It looks really
gorgeous. And it shows a lot of cases where Mach64 still uses SW
rendering - the difference in fps is really impressive:)

Regards,

Sergey



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Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Sergey V. Udaltsov

 Is there anything reported on /var/log/XFree86.0.log or
 /var/log/messages?
Nothing. In XFree86.0.log there is no word about DRI! I presume it is
because of this 3*screen size restriction.

 Should this [3 * screen size] be in video memory or total AGP memory
 would suffice? 
 The 3 * screen size restrition refers always on the video memory.
And will it always be the same? 1280x1024/24bpp is ... a bit more than
my humble 8M:(

 Yes. Either start X with gdb or attach gdb after X starts but before
 changing resolution from a remote terminal, e.g.:
 Then reproduce the segfault, i.e., change the resolution in this case,
 the gdb command line should reapper. Type 'bt' and post the result.
OK. I will try.

 I didn't followed you. What do you mean with SW rendering and which two
 situations do the difference in fps refer?
I mean indirect (software) rendering. Mach64 uses it in some situations,
doesn't it? So one can really feel the difference... 

Regards,

Sergey



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Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Sergey V. Udaltsov


 Strange... When the 3 * screen size is checked an error message is produced and DRI
 is given as disabled in the X log.
Sorry for misinformation. After detailed investigation, I found the
complain. It just was not prefixed with [drm]:))) So I need 13440K:(

 Even yesterday Leif and I briefly discussed this on the IRC meeting and
 unfortunately ther seem to be some limitations in Mach64 itself
:((( Why can't you say something nice sometimes?
 regarding this, i.e., as far as we know it's not possible to put none of
 the front back and depth buffer on AGP. So unless we dismiss the back
 buffer I don't see how this restrition will go away. (I don't know how
 Windows copes with this neither - it's something I still have to check).
Is there a way to check in with Windows drivers? It would be very
interesting... Well, about back buffer - what would be the penalty of
dismissing it?

  Yes. Either start X with gdb or attach gdb after X starts but before
  changing resolution from a remote terminal, e.g.:
  Then reproduce the segfault, i.e., change the resolution in this case,
  the gdb command line should reapper. Type 'bt' and post the result.
 OK. I will try.
At the moment, I don't have network and second computer but I managed to
find in X log - crash is caused by signal 11. And the situation when it
appears a bit strange. I can safely switch VTs when I run just X from
VT1. Even from login screen of gdm I can switch to VT1. But after I log
in into gdm - after this point switching to VT1 causes signal 11. Well,
tomorrow I'll try to use gdb remotely... About changing resolutions:
well, I can do it in most cases. But when vmware changes the resolution
(in full screen mode - AFAIK it does it using DGA, isn't it?) - X
crashes the same way.

 Yes, there are some situations, but they don't depend on the available
 memory and/or screen resolution. So if is this what you were talking
 about then the difference in fps come solely from less texture trashing.
No, I mean they depend on using different GL effects (anti-aliasing,
multi-texturing etc). So in some cases I have HW 3d (and it is
reasonably fast) - but in some bad cases glclock switches to SW - and
goes VERY slow.

BTW, playing with different resolutions (Using Ctl-Alt-+/-) I found that
fps in glxgears really depend on resolution. Not too much but still:
800x600 - 267
1024x768 - 259
1280x1024 - 251
Same size, 16bpp. A bit funny, isn't it?

Regards,

Sergey



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Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Sergey V. Udaltsov

 As I said before I still have to investigate. I can't give more answers
 until I actually do it. (PS: reboot my machine to windows is not
 something I do often or even like to do..)
Looking forward...

 No double buffering, i.e., you would see stuff getting drawed over the
 previous frame. If the fps are high, that might get unnoticed, but not
 otherwise.
:)

 This phenomenon was already discussed once here. It has to do with
 competition over the video memory bandwith between the GPU and the DAC.
I thought so.

Thanks for comments,

Sergey



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Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Sergey V. Udaltsov

 8 MB   AGP 1280 x 1024 @16bpp, 1024 x  768 @24bpp
That's what I have now. 1280x1024 16bpp. And able to run OpenGL apps
perfectly.
 
 Note that an 8MB PCI card could get 1280x1024@16, but there would only
 be ~191kB left over for textures, which isn't likely to be useable.
Well, but I even run counter-strike in this resolution! Or do I miss
something? Well, it's desktop resolution - cstrike runs in 1024x768
window. Does this matter?

 If anyone is able to run a GL app in Windows at a higher resolution than 
 those listed, please post the maximum resolutions you can use.  Make sure 
 you are looking at the actual resolution used by the app, not the desktop 
 resolution.
OK. I will do my best to check this.

Sergey



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Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Leif Delgass

On 25 Jun 2002, Sergey V. Udaltsov wrote:

  8 MB   AGP 1280 x 1024 @16bpp, 1024 x  768 @24bpp
 That's what I have now. 1280x1024 16bpp. And able to run OpenGL apps
 perfectly.

I assume you're referring to Window here, right?  I don't think the 
current cvs will enable DRI at this resolution yet.
  
  Note that an 8MB PCI card could get 1280x1024@16, but there would only
  be ~191kB left over for textures, which isn't likely to be useable.
 Well, but I even run counter-strike in this resolution! Or do I miss
 something? Well, it's desktop resolution - cstrike runs in 1024x768
 window. Does this matter?

I was referring to PCI-only cards here (or the forced PCI driver mode).  
Do you have an AGP card?  With an AGP card, you have plenty of space for
textures in AGP, so 1280x1024 should be useable with 8M of card memory.  
Are you saying that in Windows you can have a 1280x1024 desktop, but
cstrike will only run at a max of 1024x768?  That would be possible on a 
PCI-only card with dynamic buffer allocation.


-- 
Leif Delgass 
http://www.retinalburn.net



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Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Sergey V. Udaltsov

 Vid. mem   Card type   Max. 3D resolutions
    -   ---
 4 MB   Any 800  x  600 @16bpp, 640  x  480 @24bpp
 6 MB   PCI 1024 x  768 @16bpp, 800  x  600 @24bpp
 6 MB   AGP 1152 x  864 @16bpp, 800  x  600 @24bpp
 8 MB   PCI 1152 x  864 @16bpp, 800  x  600 @24bpp
 8 MB   AGP 1280 x 1024 @16bpp, 1024 x  768 @24bpp
Also, one more question (I already asked it some while ago but hopefully
the answer has changed):
Is this the desktop resolution on X startup or on GL program startup? So
if I start X in 1280x768x16bpp and then run glapp in 800x600 - will it
leave more video memory for textures?

Sergey



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Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Leif Delgass

On Tue, 25 Jun 2002, Leif Delgass wrote:

 On 25 Jun 2002, Sergey V. Udaltsov wrote:
 
   8 MB   AGP 1280 x 1024 @16bpp, 1024 x  768 @24bpp
  That's what I have now. 1280x1024 16bpp. And able to run OpenGL apps
  perfectly.
 
 I assume you're referring to Window here, right?  I don't think the 
 current cvs will enable DRI at this resolution yet.

Sorry, that's not right.  I think the driver _should_ enable DRI at this 
resolution with the current cvs.  It's 1024x768 @24 that doesn't work with 
the current code.

-- 
Leif Delgass 
http://www.retinalburn.net



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Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?

2002-06-25 Thread Sergey V. Udaltsov

  That's what I have now. 1280x1024 16bpp. And able to run OpenGL apps
  perfectly.
 I assume you're referring to Window here, right?  I don't think the 
 current cvs will enable DRI at this resolution yet.
Well, I run it with DRI/Linux+XFree4.2.0. My screen resolution is
1280x1024 16bpp:

Subsection Display
Depth   16
Modes   1280x1024 1024x768 800x600

And I do have DRI working for me. Surprise?:)

 Do you have an AGP card?  With an AGP card, you have plenty of space for
Yes I do have AGP 2x in my laptop Mobility.
 textures in AGP, so 1280x1024 should be useable with 8M of card memory.  
But not in 24bpp:(
 Are you saying that in Windows you can have a 1280x1024 desktop, but
 cstrike will only run at a max of 1024x768?  That would be possible on a 
 PCI-only card with dynamic buffer allocation.
In LINUX I have 1280x1024 desktop and run cstrike in 1024x768 (using
wine from Transgaming, sure). 16bpp, naturally.

Sergey




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