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

2001-10-22 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The instructions for making the nls stuff seem to be outdated, since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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