Re: R300 success stories

2005-02-17 Thread jan kreuzer
Hi
i tested nwn with latest cvs-snapshot of r300. It runs, however the screen
is totally weird. I uploaded an screenshot of what the screen looks like to
http://www.freephotoserver.com/files/img14048784_50868694.jpg .

Neverball runs fine, the only option which slows it down is reflection
(which needs an stencil buffer).

I dont get any lockups since about a week (which seems to be strange as many
others get lockups), however i do not use xorg-cvs, but ubuntus xorg-package
(seems to be the latest 6.8.2-beta) with the ati.patch from r300.

Thanks for your work

cheers Jan

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Re: R300 success stories

2005-02-17 Thread Ben Skeggs
oops, I hit reply, not reply all.. cc-ing dri-devel this time.
jan kreuzer wrote:
Hi
i tested nwn with latest cvs-snapshot of r300. It runs, however the screen
is totally weird. I uploaded an screenshot of what the screen looks like to
http://www.freephotoserver.com/files/img14048784_50868694.jpg .
 

nwn probably uses something which requires elts to be supported (ie.
glDrawElements).
The latest cvs snapshot has made a start on this, but more information
is needed.  I've
had some success with ut2004 by putting the indices into the command
buffer, but
ultimately this is not how we want to do it.
I dont get any lockups since about a week (which seems to be strange as many
others get lockups), however i do not use xorg-cvs, but ubuntus xorg-package
(seems to be the latest 6.8.2-beta) with the ati.patch from r300.
 

Is this with vertex buffers turned on?  If so, can you cause a lockup by
moving a window
over the top of the glxgears window?  This is the only way I can cause a
lockup with
the vertex buffer code.  I'm using xorg cvs from 1-2 days before the
dlloader changes.
Cheers,
Ben Skeggs.

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Re: R300 success stories

2005-02-17 Thread Jan Kreuzer

 nwn probably uses something which requires elts to be supported (ie.
 glDrawElements).
 The latest cvs snapshot has made a start on this, but more information
 is needed.  I've
 had some success with ut2004 by putting the indices into the command
 buffer, but
 ultimately this is not how we want to do it.
As far as i could see from the cvs-logs the elts thing was added 17 hours ago,
however i tested nwn earlier and the screenshots looked the same. So it
seems that this change is  not responsible for this weird looking.
However i now can turn on reflection in neverball without an slowdown
(before i had an slowdown).
 I dont get any lockups since about a week (which seems to be strange as many
 others get lockups), however i do not use xorg-cvs, but ubuntus xorg-package
 (seems to be the latest 6.8.2-beta) with the ati.patch from r300.
   
 
 Is this with vertex buffers turned on?  If so, can you cause a lockup by
 moving a window
 over the top of the glxgears window?  This is the only way I can cause a
 lockup with
 the vertex buffer code.  I'm using xorg cvs from 1-2 days before the
 dlloader changes.

Hmm i must test this with an earlier snapshot, then i will report back.

Greetings Jan



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Re: R300 success stories

2005-02-17 Thread Ben Skeggs
Jan Kreuzer wrote:
nwn probably uses something which requires elts to be supported (ie.
glDrawElements).
The latest cvs snapshot has made a start on this, but more information
is needed.  I've
had some success with ut2004 by putting the indices into the command
buffer, but
ultimately this is not how we want to do it.
   

As far as i could see from the cvs-logs the elts thing was added 17 hours ago,
however i tested nwn earlier and the screenshots looked the same. So it
seems that this change is  not responsible for this weird looking.
 

I wasn't saying that this change broke it, I meant that when completed,
applications which use glDrawElements etc, should render correctly,
rather than having some random polygons on the screen.
I'm not even sure if this is the cause of the nwn rendering errors, it could
be something else completely.  But, it does look like the same type of 
problem
which ut2004-demo has.

Cheers,
Ben Skeggs.
However i now can turn on reflection in neverball without an slowdown
(before i had an slowdown).
 

I dont get any lockups since about a week (which seems to be strange as many
others get lockups), however i do not use xorg-cvs, but ubuntus xorg-package
(seems to be the latest 6.8.2-beta) with the ati.patch from r300.
 

Is this with vertex buffers turned on?  If so, can you cause a lockup by
moving a window
over the top of the glxgears window?  This is the only way I can cause a
lockup with
the vertex buffer code.  I'm using xorg cvs from 1-2 days before the
dlloader changes.
   

Hmm i must test this with an earlier snapshot, then i will report back.
Greetings Jan
 


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Re: R300 success stories

2005-02-17 Thread Aapo Tahkola


 nwn probably uses something which requires elts to be supported (ie.
 glDrawElements).
 The latest cvs snapshot has made a start on this, but more information
 is needed.  I've
 had some success with ut2004 by putting the indices into the command
 buffer, but
 ultimately this is not how we want to do it.
 As far as i could see from the cvs-logs the elts thing was added 17 hours
 ago,
 however i tested nwn earlier and the screenshots looked the same. So it
 seems that this change is  not responsible for this weird looking.
 However i now can turn on reflection in neverball without an slowdown
 (before i had an slowdown).

I disagree. I have done tests with glDrawElements and it gets horribly
broken when more than one element buffer appears. Also in quake3(full
version) menus, more random vertices appear when mouse isnt visible.
Test found at: http://nu.rasterburn.org/~aet/idx_2.tar.bz2 clearly shows
these problems.

 I dont get any lockups since about a week (which seems to be strange as
 many
 others get lockups), however i do not use xorg-cvs, but ubuntus
 xorg-package
 (seems to be the latest 6.8.2-beta) with the ati.patch from r300.
 
 
 Is this with vertex buffers turned on?  If so, can you cause a lockup by
 moving a window
 over the top of the glxgears window?  This is the only way I can cause a
 lockup with
 the vertex buffer code.  I'm using xorg cvs from 1-2 days before the
 dlloader changes.

This is the exact same bug i found before support for dma moves for vbs.
I was able to reproduce one bug that might be related to this.
I get lock up when starting glxgears in workspace 1 and switching to
workspace 2. This also happens with DEBUG=1 unlike other bugs iv seen.


 Hmm i must test this with an earlier snapshot, then i will report back.

 Greetings Jan


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Re: R300 success stories

2005-02-16 Thread Martin Spott
Hello,

Adam K Kirchhoff wrote:

 These are the games I've tried with the latest CVS from this afternoon:
[...]
 Frankly, I'm thrilled at the handful of games that are now working! 

Those who are looking for additional stress-test cases for OpenGL-
(especially R300-, I don't have one myself) drivers, might take notice
of this ready-to-run FlightGear package in:

  ftp://ftp.uni-duisburg.de/FlightGear/Devel/FGBenchmark-0.0.5.tar.gz

(approx 76 MByte). The package includes binaries for IRIX/MIPS,
Solaris/Sparc, Linux/x86 and FreeBSD-5.x/x86, a README is there as
well:

  ftp://ftp.uni-duisburg.de/FlightGear/Devel/FGBenchmark.README

This is, how the picture should look like after startup:

  http://document.ihg.uni-duisburg.de/bitmap/FGFS/KSFO-startup_01.jpg

Cheers,
Martin.
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Re: R300 success stories

2005-02-15 Thread Adam K Kirchhoff
Peter Zubaj wrote:
For me looks like:
If you uncoment r300 support in 
int radeon_do_cp_idle(drm_radeon_private_t * dev_priv)
and in
static void radeon_cp_dispatch_swap(drm_device_t * dev)
x will work ok (no more locks or crash), but no 3d.

Peter Zubaj

Vsetko o SuperStar
http://superstar.atlas.sk
 

Well, X only locks up for me when using 3D.  If I wanted that trade-off,
I'd just disable DRI :-)
Adam

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Re: R300 success stories

2005-02-15 Thread Vladimir Dergachev


Well, X only locks up for me when using 3D.  If I wanted that trade-off,
I'd just disable DRI :-)
Adam
Hi Adam,
  I forget - did I ask you to try immediate mode ? You can switch to it 
inside r300/r300_render.c, search for #if

best
 Vladimir Dergachev

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Re: R300 success stories

2005-02-15 Thread Michel Dänzer
On Tue, 2005-02-15 at 02:36 -0500, Vladimir Dergachev wrote:
  
 AFAIK, the lockups are due to interference between 2d packets from Xserver 
 and 3d packets from the driver. Somehow mouse movement provokes it, 
 possibly when the cursor shape changes on crossing window boundaries..
 
 It is not the mouse movement per se that induces the lockup, but the 
 movement of the 2d cursor on a screen.

Have you tried idling the engine before uploading the cursor data?


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Re: R300 success stories

2005-02-15 Thread Vladimir Dergachev

On Tue, 15 Feb 2005, Michel [ISO-8859-1] Dnzer wrote:
On Tue, 2005-02-15 at 02:36 -0500, Vladimir Dergachev wrote:
AFAIK, the lockups are due to interference between 2d packets from Xserver
and 3d packets from the driver. Somehow mouse movement provokes it,
possibly when the cursor shape changes on crossing window boundaries..
It is not the mouse movement per se that induces the lockup, but the
movement of the 2d cursor on a screen.
Have you tried idling the engine before uploading the cursor data?
I haven't played with that part of 2d driver, but shouldn't it do this 
already as all ATI cards are touchy about framebuffer access while 
the graphics engine is busy ?

So far all we needed to get things working is the ugly hack in 2d driver 
that we discussed earlier plus the pacifier sequence which appears to be 
cache flush:

   reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
e32(0x000a);
   reg_start(0x4f18,0);
e32(0x0003);
   best
  Vladimir Dergachev

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Re: R300 success stories

2005-02-15 Thread Michel Dänzer
On Tue, 2005-02-15 at 11:36 -0500, Vladimir Dergachev wrote:
 
 On Tue, 15 Feb 2005, Michel [ISO-8859-1] Dnzer wrote:
 
  On Tue, 2005-02-15 at 02:36 -0500, Vladimir Dergachev wrote:
 
  AFAIK, the lockups are due to interference between 2d packets from Xserver
  and 3d packets from the driver. Somehow mouse movement provokes it,
  possibly when the cursor shape changes on crossing window boundaries..
 
  It is not the mouse movement per se that induces the lockup, but the
  movement of the 2d cursor on a screen.
 
  Have you tried idling the engine before uploading the cursor data?
 
 I haven't played with that part of 2d driver, but shouldn't it do this 
 already as all ATI cards are touchy about framebuffer access while 
 the graphics engine is busy ?

It arguably should, but it doesn't AFAICT.


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Re: R300 success stories

2005-02-15 Thread Vladimir Dergachev
Have you tried idling the engine before uploading the cursor data?
I haven't played with that part of 2d driver, but shouldn't it do this
already as all ATI cards are touchy about framebuffer access while
the graphics engine is busy ?
It arguably should, but it doesn't AFAICT.
That's what I thought when I encountered this last, however, both radeon 
and r200 drivers work fine and last time I had a mouse-triggerred issue it
was due to some commands within R300 DRM driver lacking pacifier sequence.

Once I put it back everything was stable again.
So I have no idea what exactly happens when mouse cursor is updated.
best
Vladimir Dergachev

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Re: R300 success stories

2005-02-15 Thread Michel Dänzer
On Tue, 2005-02-15 at 12:08 -0500, Vladimir Dergachev wrote:
  Have you tried idling the engine before uploading the cursor data?
 
  I haven't played with that part of 2d driver, but shouldn't it do this
  already as all ATI cards are touchy about framebuffer access while
  the graphics engine is busy ?
 
  It arguably should, but it doesn't AFAICT.
 
 That's what I thought when I encountered this last, however, both radeon 
 and r200 drivers work fine [...]

There's this thing called luck... let's rule out the obvious suspects
before worrying about more complex stuck.


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Re: R300 success stories

2005-02-14 Thread Adam K Kirchhoff
Ben Skeggs wrote:
Hello,
These are the games I've tried with the latest CVS from this afternoon:
Neverputt and neverball play, but some debug output gets displayed:

--snip-- :p
You can get neverball working much more smootly by switching everything
to low in the menu screen.  Ignore the warn once messages, they're more
of a reminder of what needs to be done still.
Actually, I found neverputt to be quite playable at 1280x1024, even with 
everythying at high.  With my 8500, the game was only playable at 
1024x768, skipping at the next resolution up.

Chromium works.
UT, Marbleblast, and Orbz) die with:
r300_check_render: fallback:ctx-Texture.Unit[i].Enabled

I believe we're still only letting one texture pass through the 
pipeline, I'm
not sure why the fallback is causing a segfault though.


Q3A displays similar problems in the menu screen, and level loading 
screen, but dies once the level is loaded with the same Texture.Unit 
error.  Quake2 is similar.

You need to disable compiled vertex arrays, and multitexturing in your 
q3config.cfg
file.  Q3 should be very playable, with a couple of glitches.

Hmmm...  I made those changes.  The game started up and loaded a level 
without problems.  Unfortunately, within a few seconds Q3A had locked 
up.  I could still ssh in and reboot though.  I'm really quite thrilled 
that complete system lockups seem to be a thing of the past.

Anyone want to comment on if we will see a day when an application which 
locks up can just be killed and X returns to normal? :-)

Frankly, I'm thrilled at the handful of games that are now working!
Adam
Great! Thankyou for testing on some (afaik) untested programs.
Cheers,
Ben Skeggs.
No problems.  I have a few others I can try (ie. doom3, ut2004), too. 

Adam

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Re: R300 success stories

2005-02-14 Thread Adam K Kirchhoff
Vladimir Dergachev wrote:
UT, Marbleblast, and Orbz) die with:
r300_check_render: fallback:ctx-Texture.Unit[i].Enabled

Could you disable multitexturing in these games ?
I see an option for MarbleBlast called disableARBMultitexture.  I'll try 
enabling that when I get home this evening and give it another shot.

Adam

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Re: R300 success stories

2005-02-14 Thread Ben Skeggs
Hello Adam,
You need to disable compiled vertex arrays, and multitexturing in 
your q3config.cfg
file.  Q3 should be very playable, with a couple of glitches.

Hmmm...  I made those changes.  The game started up and loaded a level 
without problems.  Unfortunately, within a few seconds Q3A had locked 
up.  I could still ssh in and reboot though.  I'm really quite 
thrilled that complete system lockups seem to be a thing of the past.

Anyone want to comment on if we will see a day when an application 
which locks up can just be killed and X returns to normal? :-)

Is the Q3A lockup repeatable 100% of the time?  I've been attempting to 
find the
source of a lockup Vladimir reported, which seems to be related to mouse
movement, but I haven't been able to reproduce it yet.

No problems.  I have a few others I can try (ie. doom3, ut2004), too.
Adam
ut2004 demo will start after messing with the config file options a bit, 
and disabling the
multitexture fallback (ut2004-demo doesn't seem to respect it's 
MaxTextureUnits option).
However, it seems to be horribly corrupted in game, much the same as 
quake3 is when
r_ext_compiled_vertex_array is set.

I haven't tried doom3 yet, and won't be able to now until there is a 
64-bit version, or the
drm has support for 32-bit clients.

Thanks again!
Ben Skeggs.

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Re: R300 success stories

2005-02-14 Thread Adam K Kirchhoff
Ben Skeggs wrote:
Hello Adam,
You need to disable compiled vertex arrays, and multitexturing in 
your q3config.cfg
file.  Q3 should be very playable, with a couple of glitches.

Hmmm...  I made those changes.  The game started up and loaded a 
level without problems.  Unfortunately, within a few seconds Q3A had 
locked up.  I could still ssh in and reboot though.  I'm really quite 
thrilled that complete system lockups seem to be a thing of the past.

Anyone want to comment on if we will see a day when an application 
which locks up can just be killed and X returns to normal? :-)

Is the Q3A lockup repeatable 100% of the time?  I've been attempting 
to find the
source of a lockup Vladimir reported, which seems to be related to mouse
movement, but I haven't been able to reproduce it yet.

I only tried once, last night before bed.  I'll let you know if I can 
reproduce it this evening.

No problems.  I have a few others I can try (ie. doom3, ut2004), too.
Adam

ut2004 demo will start after messing with the config file options a 
bit, and disabling the
multitexture fallback (ut2004-demo doesn't seem to respect it's 
MaxTextureUnits option).
However, it seems to be horribly corrupted in game, much the same as 
quake3 is when
r_ext_compiled_vertex_array is set.

I haven't tried doom3 yet, and won't be able to now until there is a 
64-bit version, or the
drm has support for 32-bit clients.

So at what point does it make sense move r300 development into Mesa?
Adam

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Re: R300 success stories

2005-02-14 Thread Adam K Kirchhoff
Adam K Kirchhoff wrote:
Ben Skeggs wrote:
Hello Adam,
You need to disable compiled vertex arrays, and multitexturing in 
your q3config.cfg
file.  Q3 should be very playable, with a couple of glitches.

Hmmm...  I made those changes.  The game started up and loaded a 
level without problems.  Unfortunately, within a few seconds Q3A had 
locked up.  I could still ssh in and reboot though.  I'm really 
quite thrilled that complete system lockups seem to be a thing of 
the past.

Anyone want to comment on if we will see a day when an application 
which locks up can just be killed and X returns to normal? :-)

Is the Q3A lockup repeatable 100% of the time?  I've been attempting 
to find the
source of a lockup Vladimir reported, which seems to be related to mouse
movement, but I haven't been able to reproduce it yet.

I only tried once, last night before bed.  I'll let you know if I can 
reproduce it this evening.

It's definitely reproducable for me.And, as far as I can tell, it 
doesn't have anything to do with mouse movement...  I kicked off a demo 
run (four.dm_68)...  Didn't touch the mouse after it started.  It ran 
right up till the character I was viewing as died.  The scoreboard even 
popped up, and then I got the lockup.

Adam


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Re: R300 success stories

2005-02-14 Thread Vladimir Dergachev
movement, but I haven't been able to reproduce it yet.
I only tried once, last night before bed.  I'll let you know if I can 
reproduce it this evening.

It's definitely reproducable for me.And, as far as I can tell, it doesn't 
have anything to do with mouse movement...  I kicked off a demo run 
(four.dm_68)...  Didn't touch the mouse after it started.  It ran right up 
till the character I was viewing as died.  The scoreboard even popped up, and 
then I got the lockup.
AFAIK, the lockups are due to interference between 2d packets from Xserver 
and 3d packets from the driver. Somehow mouse movement provokes it, 
possibly when the cursor shape changes on crossing window boundaries..

It is not the mouse movement per se that induces the lockup, but the 
movement of the 2d cursor on a screen.

   best
 Vladimir Dergachev
Adam


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Re: R300 success stories

2005-02-14 Thread Peter Zubaj
For me looks like:
If you uncoment r300 support in 
int radeon_do_cp_idle(drm_radeon_private_t * dev_priv)
and in
static void radeon_cp_dispatch_swap(drm_device_t * dev)
x will work ok (no more locks or crash), but no 3d.

Peter Zubaj


Vsetko o SuperStar
http://superstar.atlas.sk



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Re: R300 success stories

2005-02-13 Thread Ben Skeggs
Hello,
These are the games I've tried with the latest CVS from this afternoon:
Neverputt and neverball play, but some debug output gets displayed:
--snip-- :p
You can get neverball working much more smootly by switching everything
to low in the menu screen.  Ignore the warn once messages, they're more
of a reminder of what needs to be done still.
Chromium works.
UT, Marbleblast, and Orbz) die with:
r300_check_render: fallback:ctx-Texture.Unit[i].Enabled
I believe we're still only letting one texture pass through the 
pipeline, I'm
not sure why the fallback is causing a segfault though.


Q3A displays similar problems in the menu screen, and level loading 
screen, but dies once the level is loaded with the same Texture.Unit 
error.  Quake2 is similar.
You need to disable compiled vertex arrays, and multitexturing in your 
q3config.cfg
file.  Q3 should be very playable, with a couple of glitches.

Frankly, I'm thrilled at the handful of games that are now working!
Adam
Great! Thankyou for testing on some (afaik) untested programs.
Cheers,
Ben Skeggs.

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Re: R300 success stories

2005-02-13 Thread Vladimir Dergachev
UT, Marbleblast, and Orbz) die with:
r300_check_render: fallback:ctx-Texture.Unit[i].Enabled
Could you disable multitexturing in these games ?
GLTron and Blender die with:
r300_check_render: fallback:ctx-Line.SmoothFlag
Don't know about this one - see what happens when you comment out this 
fallback.

NWN starts up, and doesn't crash, but is definitely unplayable:
http://68.44.156.246/nwn.png (warning: 1 meg PNG on a slow connection).
Q3A displays similar problems in the menu screen, and level loading screen, 
but dies once the level is loaded with the same Texture.Unit error.  Quake2 
is similar.
Q3A works if you disable certain features in q3aconfig file -
(go to .q3a/base3q/q3aconfig) - check r300_dri webpage for suggestions.
best
  Vladimir Dergachev
Frankly, I'm thrilled at the handful of games that are now working! 
Adam


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