Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- Sponsored by: ThinkGeek at http://www.ThinkGeek.com/ ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] Mach64 with AGP: still some restrictions onresolution/depth?
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 --- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel