Re: [Dri-devel] Re: Finally looking at the DRI SMP issues - Yahooo! (fps 30-31 fps up)!

2004-04-17 Thread bill
On Fri, Apr 16, 2004 at 11:35:14AM -0700, Ian Romanick wrote:
 The r200 is the clear bottleneck, now
 What we need next is the TMU3 patch...;-)
 
 I'm still trying to work through the t_vertex conversion.  That should 
 help some too.  Of course, Quake3 only uses 2 TMUs anyway.  I'll post 
 what I have for the t_vertex conversion (working or not!) later today. 
 Maybe someone will be able to see what I'm doing wrong...

QuakeForge uses 3 tmus for map rendering (wall textures + lightmap +
fullbrights) if available.

Bill
-- 
Leave others their otherness. -- Aratak


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[Dri-devel] Re: Finally looking at the DRI SMP issues - Yahooo! (fps 30-31 fps up)!

2004-04-16 Thread Dieter Ntzel
Am Freitag, 16. April 2004 00:10 schrieb Ian Romanick:
 Ian Romanick wrote:
  I finally have access to an x86 SMP box, and I have a few cycles to look
  at the SMP related problems.  I'm using an AGP G400 and quake3-smp. Like
  Dieter, I get a black screen and a hung program.  When I break in with
  GDB, here is the stack trace.  Dieter, does this match what you see?

 That problem appears to have been a simple deadlock.  The LockDisplay /
 UnlockDisplay calls were not balanced in various paths through
 MakeContextCurrent.  The attached patch fixes that problem.  I still hit
 other problems on MGA, but they *appear* to be MGA specific.

 Dieter: Could you try this patch on R200 and let me know if it helps.
 I'll keep working on the other issues.

After applling your patch I can run Q3A in window mode at 640x480x32 (on a 
1280x1024x32 desktop) with most on and _sound_ as fast as _without_ sound 
before ;-)

dual Athlon MP 1900+
MSI K7D Master-L (AMD 768 MPX)
1 GB DDR266, CL (2x 512 MB)
Radeon 8500QL

S3TC is in for sure;-)

640x480x32

 166-167,6 with and without sound 

Without SMP I get:
136 with sound
166 without sound

The r200 is the clear bottleneck, now
What we need next is the TMU3 patch...;-)

Cheers,
Dieter


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