Re: r300 + NWN

2005-12-11 Thread Philipp Klaus Krause
Adam K Kirchhoff schrieb:

> I'm sure this confirms what are already known issues with the r300
> driver, but felt it'd be worth posting anyway.  There's definitely
> something bizarre going on with textures.  They're much crisper with the
> fglrx driver. 

To me it looks like the fglrx driver does linear filtering, while r300
does nearest filtering.

Philipp



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Re: r300 + NWN

2005-12-11 Thread Stephane Marchesin

Philipp Klaus Krause wrote:


Adam K Kirchhoff schrieb:

 


I'm sure this confirms what are already known issues with the r300
driver, but felt it'd be worth posting anyway.  There's definitely
something bizarre going on with textures.  They're much crisper with the
fglrx driver. 
   



To me it looks like the fglrx driver does linear filtering, while r300
does nearest filtering.

 

It could be the mipmap selection offset that fglrx applies to textures. 
There's a setting for this reg on r200 (see the 
R200_EMIT_PP_TRI_PERF_CNTL reg), it probably applies to r300 too.


Stephane




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Re: r300 + NWN

2005-12-11 Thread Roland Scheidegger

Stephane Marchesin wrote:

Philipp Klaus Krause wrote:


Adam K Kirchhoff schrieb:

 


I'm sure this confirms what are already known issues with the r300
driver, but felt it'd be worth posting anyway.  There's definitely
something bizarre going on with textures.  They're much crisper with the
fglrx driver.   



To me it looks like the fglrx driver does linear filtering, while r300
does nearest filtering.

 

It could be the mipmap selection offset that fglrx applies to textures. 
There's a setting for this reg on r200 (see the 
R200_EMIT_PP_TRI_PERF_CNTL reg), it probably applies to r300 too.
That setting doesn't affect mipmap selection - just how the transition 
area from one to another mipmap looks like. You'd only get banding as 
the worst thing possible.
Looks like nearest filtering to me too, and/or no mipmaps (so yes mipmap 
selection offset (LOD setting?) could be an issue there but if so it 
would be ways off).
No idea what's wrong with the inventory there - some issue with 
transparent textures? Strange that not the whole inventory gets affected 
exactly the same way though.


Roland


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Re: r300 + NWN

2005-12-13 Thread Adam K Kirchhoff

Roland Scheidegger wrote:


Stephane Marchesin wrote:


Philipp Klaus Krause wrote:


Adam K Kirchhoff schrieb:

 


I'm sure this confirms what are already known issues with the r300
driver, but felt it'd be worth posting anyway.  There's definitely
something bizarre going on with textures.  They're much crisper 
with the
fglrx driver.   




To me it looks like the fglrx driver does linear filtering, while r300
does nearest filtering.

 

It could be the mipmap selection offset that fglrx applies to 
textures. There's a setting for this reg on r200 (see the 
R200_EMIT_PP_TRI_PERF_CNTL reg), it probably applies to r300 too.


That setting doesn't affect mipmap selection - just how the transition 
area from one to another mipmap looks like. You'd only get banding as 
the worst thing possible.
Looks like nearest filtering to me too, and/or no mipmaps (so yes 
mipmap selection offset (LOD setting?) could be an issue there but if 
so it would be ways off).
No idea what's wrong with the inventory there - some issue with 
transparent textures? Strange that not the whole inventory gets 
affected exactly the same way though.


Roland




Hello all.

I've narrowed down this problem to something that changed in Mesa 
between the 5th of December and the 11th, when I first noticed this 
problem.  I have a system at work with a 9800.  I started up NWN (after 
first initializing the card with the fglrx driver, of course), and the 
textures looked just fine (though the fog problem still existed).  The 
drivers were built from CVS on the 5th.  I upgraded it to what's 
currently in CVS, started up NWN, and had the same texture problem.


Adam



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Re: r300 + NWN

2005-12-13 Thread Roland Scheidegger

Adam K Kirchhoff wrote:
I've narrowed down this problem to something that changed in Mesa 
between the 5th of December and the 11th, when I first noticed this 
problem.  I have a system at work with a 9800.  I started up NWN (after 
first initializing the card with the fglrx driver, of course), and the 
textures looked just fine (though the fog problem still existed).  The 
drivers were built from CVS on the 5th.  I upgraded it to what's 
currently in CVS, started up NWN, and had the same texture problem.
On a quick glance (though I'm not familiar with that driver), it looks 
to me like introducing texture rectangle caused mipmaps to be disabled 
for compressed textures.


Roland
Index: r300_texstate.c
===
RCS file: /cvs/mesa/Mesa/src/mesa/drivers/dri/r300/r300_texstate.c,v
retrieving revision 1.35
diff -u -r1.35 r300_texstate.c
--- r300_texstate.c 5 Dec 2005 09:30:58 -   1.35
+++ r300_texstate.c 13 Dec 2005 14:33:29 -
@@ -370,9 +370,11 @@
 * requires 64-byte aligned pitches, and we may/may not need the
 * blitter.   NPOT only!
 */
-   if (baseImage->IsCompressed)
+   if (baseImage->IsCompressed) {
t->pitch =
(tObj->Image[0][t->base.firstLevel]->Width + 63) & ~(63);
+   t->size |= 
((log2Width>log2Height)?log2Width:log2Height)pitch = ((tObj->Image[0][t->base.firstLevel]->Width *


Re: r300 + NWN

2005-12-13 Thread Adam K Kirchhoff

Roland Scheidegger wrote:


Adam K Kirchhoff wrote:

I've narrowed down this problem to something that changed in Mesa 
between the 5th of December and the 11th, when I first noticed this 
problem.  I have a system at work with a 9800.  I started up NWN 
(after first initializing the card with the fglrx driver, of course), 
and the textures looked just fine (though the fog problem still 
existed).  The drivers were built from CVS on the 5th.  I upgraded it 
to what's currently in CVS, started up NWN, and had the same texture 
problem.


On a quick glance (though I'm not familiar with that driver), it looks 
to me like introducing texture rectangle caused mipmaps to be disabled 
for compressed textures.


Roland



I'll give it a shot over lunch, hopefully.

Adam



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Re: r300 + NWN

2005-12-13 Thread Adam K Kirchhoff

Roland Scheidegger wrote:


Adam K Kirchhoff wrote:

I've narrowed down this problem to something that changed in Mesa 
between the 5th of December and the 11th, when I first noticed this 
problem.  I have a system at work with a 9800.  I started up NWN 
(after first initializing the card with the fglrx driver, of course), 
and the textures looked just fine (though the fog problem still 
existed).  The drivers were built from CVS on the 5th.  I upgraded it 
to what's currently in CVS, started up NWN, and had the same texture 
problem.


On a quick glance (though I'm not familiar with that driver), it looks 
to me like introducing texture rectangle caused mipmaps to be disabled 
for compressed textures.


Roland





Your patch seems to have solved the texture problem with NWN.  Thanks!

Adam



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Re: r300 + NWN

2005-12-13 Thread Dave Airlie

> On a quick glance (though I'm not familiar with that driver), it looks to me
> like introducing texture rectangle caused mipmaps to be disabled for
> compressed textures.

oops, my bad.. I've checked in the fix.. thanks,

Dave.

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"enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-02-27 Thread Rune Petersen

Hi,

Found the cause the patch:
"enable hw vertex programs by default".

The only fix I've found is to disable it (attached patch).

I am willing to test better solutions, but until then can it be disabled 
by default?



Rune Petersen

Rune Petersen wrote:

Hi,

I've been out of it lately, and I have been unable to track down the 
change that caused it.


I am only able one map of NWN, when loading the second map (2D -> 3D 
transition ) it locks up. Is the driver forgetting to clean up.


Any ideas as to the cause of this?


Rune Petersen

Setup:
Radeon X800XT (JK)
Mesa CVS HEAD
drm CVS HEAD
Xorg (CVS HEAD)


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Index: r300_context.c
===
RCS file: /cvs/mesa/Mesa/src/mesa/drivers/dri/r300/r300_context.c,v
retrieving revision 1.46
diff -u -r1.46 r300_context.c
--- r300_context.c  27 Jan 2006 14:35:24 -  1.46
+++ r300_context.c  27 Feb 2006 18:41:00 -
@@ -68,8 +68,8 @@
 #include "xmlpool.h"   /* for symbolic values of enum-type options */
 
 /* hw_tcl_on derives from future_hw_tcl_on when its safe to change it. */
-int future_hw_tcl_on=1;
-int hw_tcl_on=1;
+int future_hw_tcl_on=0;
+int hw_tcl_on=0;
 
 #define need_GL_ARB_multisample
 #define need_GL_ARB_texture_compression


Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-02-27 Thread Aapo Tahkola
On Mon, 27 Feb 2006 19:47:35 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> Hi,
> 
> Found the cause the patch:
> "enable hw vertex programs by default".
> 
> The only fix I've found is to disable it (attached patch).
> 
> I am willing to test better solutions, but until then can it be disabled 
> by default?

Try with these two patches applied:
http://rasterburn.org/~aet/r300_lit.diff
http://rasterburn.org/~aet/r300_no_fog.diff

I was able to get a trace on the vertex program behind one nwn lock but I 
cannot make it lock my box any more.

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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-02-28 Thread Rune Petersen

Appears to fix it, thank you.

The r300_lit.diff by the way is broken.


Rune Petersen

Aapo Tahkola wrote:

On Mon, 27 Feb 2006 19:47:35 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:



Hi,

Found the cause the patch:
"enable hw vertex programs by default".

The only fix I've found is to disable it (attached patch).

I am willing to test better solutions, but until then can it be disabled 
by default?



Try with these two patches applied:
http://rasterburn.org/~aet/r300_lit.diff
http://rasterburn.org/~aet/r300_no_fog.diff

I was able to get a trace on the vertex program behind one nwn lock but I 
cannot make it lock my box any more.





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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-02-28 Thread Rune Petersen
This also fixes the lockup I've been having in Quake3 map0. There is 
still corruption which spreads to include the menu, and is persistent 
even when restarting the game. But hay it's an improvement.


Rune Petersen

Rune Petersen wrote:

Appears to fix it, thank you.

The r300_lit.diff by the way is broken.


Rune Petersen

Aapo Tahkola wrote:


On Mon, 27 Feb 2006 19:47:35 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:



Hi,

Found the cause the patch:
"enable hw vertex programs by default".

The only fix I've found is to disable it (attached patch).

I am willing to test better solutions, but until then can it be 
disabled by default?




Try with these two patches applied:
http://rasterburn.org/~aet/r300_lit.diff
http://rasterburn.org/~aet/r300_no_fog.diff

I was able to get a trace on the vertex program behind one nwn lock 
but I cannot make it lock my box any more.





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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-01 Thread Aapo Tahkola
On Tue, 28 Feb 2006 22:04:49 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> This also fixes the lockup I've been having in Quake3 map0. There is 
> still corruption which spreads to include the menu, and is persistent 
> even when restarting the game. But hay it's an improvement.

Can you get a screenshot of it?

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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-01 Thread Rune Petersen

I made a mistake, and did not use clean Mesa source.

sorry about the noise.

with:
int future_hw_tcl_on=1;
int hw_tcl_on=1;

nwn:
		Texture corruption (random changing garbage) on some items/doors. this 
corruption will bleed into other games started after nwn is closed (like 
Quake3).
		This is an improvement over the lockup I get without the patch.( it 
did lockup once)


Quake3:
		No corruption. the mirror and teleport is still partly broken, but no 
corruption.


with:
int future_hw_tcl_on=0;
int hw_tcl_on=0;

nwn:
No corruption.

Quake3:
		map0: Texture corruption (random changing garbage). this corruption 
will bleed into other games started after Quake3 is closed.

http://megahurts.dk/rune/stuff/shot0003.jpg


Rune Petersen

Aapo Tahkola wrote:

On Tue, 28 Feb 2006 22:04:49 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:


This also fixes the lockup I've been having in Quake3 map0. There is 
still corruption which spreads to include the menu, and is persistent 
even when restarting the game. But hay it's an improvement.



Can you get a screenshot of it?





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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-01 Thread Aapo Tahkola
On Wed, 01 Mar 2006 20:58:49 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> I made a mistake, and did not use clean Mesa source.
> 
> sorry about the noise.
> 
> with:
> int future_hw_tcl_on=1;
> int hw_tcl_on=1;
> 
>   nwn:
>   Texture corruption (random changing garbage) on some 
> items/doors. this 
> corruption will bleed into other games started after nwn is closed (like 
> Quake3).
>   This is an improvement over the lockup I get without the 
> patch.( it 
> did lockup once)
> 
>   Quake3:
>   No corruption. the mirror and teleport is still partly broken, 
> but no 
> corruption.
> 
> with:
> int future_hw_tcl_on=0;
> int hw_tcl_on=0;
> 
>   nwn:
>   No corruption.
> 
>   Quake3:
>   map0: Texture corruption (random changing garbage). this 
> corruption 
> will bleed into other games started after Quake3 is closed.
>   http://megahurts.dk/rune/stuff/shot0003.jpg

I dont see anything wrong with that shot.

Does it change if you look from different angle?
If it changes all the time, id say you have gart overlapping with fb.

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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-02 Thread Rune Petersen

I didn't get the best shot, but I didn't want to risk a lockup at the time.
Try looking closer at the bot.

When I exited to the menu most of the background was corrupted.


Rune Petersen

Aapo Tahkola wrote:


Quake3:
		map0: Texture corruption (random changing garbage). this corruption 
will bleed into other games started after Quake3 is closed.

http://megahurts.dk/rune/stuff/shot0003.jpg



I dont see anything wrong with that shot.

Does it change if you look from different angle?
If it changes all the time, id say you have gart overlapping with fb.





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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-02 Thread Felix Kühling
This looks somewhat familiar. I saw this on a Radeon 7500 where AGP
writes from the card to system memory did not work reliably. So
uploading textures to AGP memory (through DMA) was corrupting textures.
Reducing the AGP speed to 2x solved the problem on that card.

The problem only occurred after a while of heavy texture usage, when it
started using the AGP texture heap. After that it kept using the AGP
heap and I saw texture corruption in other games too.

The same card also suffered from soft lockups due to AGP status
writeback that was affected by the same unreliability. I solved it
locally be disabling status writeback in the kernel module before I
figured out that reducing the AGP speed helped as well. YMMV.

Regards,
  Felix

Am Donnerstag, den 02.03.2006, 18:48 +0100 schrieb Rune Petersen:
> I didn't get the best shot, but I didn't want to risk a lockup at the time.
> Try looking closer at the bot.
> 
> When I exited to the menu most of the background was corrupted.
> 
> 
> Rune Petersen
> 
> Aapo Tahkola wrote:
> >>
> >>Quake3:
> >>map0: Texture corruption (random changing garbage). this 
> >> corruption 
> >>will bleed into other games started after Quake3 is closed.
> >>http://megahurts.dk/rune/stuff/shot0003.jpg
> > 
> > 
> > I dont see anything wrong with that shot.
> > 
> > Does it change if you look from different angle?
> > If it changes all the time, id say you have gart overlapping with fb.
> > 
> 
> 
> 
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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-02 Thread Rune Petersen

I doubt it since it is triggered by disabling hw tcl in the driver.


Rune Petersen

Felix Kühling wrote:

This looks somewhat familiar. I saw this on a Radeon 7500 where AGP
writes from the card to system memory did not work reliably. So
uploading textures to AGP memory (through DMA) was corrupting textures.
Reducing the AGP speed to 2x solved the problem on that card.

The problem only occurred after a while of heavy texture usage, when it
started using the AGP texture heap. After that it kept using the AGP
heap and I saw texture corruption in other games too.

The same card also suffered from soft lockups due to AGP status
writeback that was affected by the same unreliability. I solved it
locally be disabling status writeback in the kernel module before I
figured out that reducing the AGP speed helped as well. YMMV.

Regards,
  Felix

Am Donnerstag, den 02.03.2006, 18:48 +0100 schrieb Rune Petersen:


I didn't get the best shot, but I didn't want to risk a lockup at the time.
Try looking closer at the bot.

When I exited to the menu most of the background was corrupted.


Rune Petersen

Aapo Tahkola wrote:


Quake3:
		map0: Texture corruption (random changing garbage). this corruption 
will bleed into other games started after Quake3 is closed.

http://megahurts.dk/rune/stuff/shot0003.jpg



I dont see anything wrong with that shot.

Does it change if you look from different angle?
If it changes all the time, id say you have gart overlapping with fb.





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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-04 Thread Rune Petersen

Update:
The "Free temps when possible" patch makes NWN lockup again.

It would appear that hw tcl is very fragile on some cards.


Rune Petersen

Rune Petersen wrote:

I made a mistake, and did not use clean Mesa source.

sorry about the noise.

with:
int future_hw_tcl_on=1;
int hw_tcl_on=1;

nwn:
Texture corruption (random changing garbage) on some 
items/doors. this corruption will bleed into other games started after 
nwn is closed (like Quake3).
This is an improvement over the lockup I get without the patch.( 
it did lockup once)


Quake3:
No corruption. the mirror and teleport is still partly broken, 
but no corruption.


with:
int future_hw_tcl_on=0;
int hw_tcl_on=0;

nwn:
No corruption.

Quake3:
map0: Texture corruption (random changing garbage). this 
corruption will bleed into other games started after Quake3 is closed.

http://megahurts.dk/rune/stuff/shot0003.jpg


Rune Petersen

Aapo Tahkola wrote:


On Tue, 28 Feb 2006 22:04:49 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:


This also fixes the lockup I've been having in Quake3 map0. There is 
still corruption which spreads to include the menu, and is persistent 
even when restarting the game. But hay it's an improvement.




Can you get a screenshot of it?





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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-09 Thread Aapo Tahkola
On Sat, 04 Mar 2006 20:55:50 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> Update:
> The "Free temps when possible" patch makes NWN lockup again.
> 
> It would appear that hw tcl is very fragile on some cards.

Sorry, I missed your mail.

I just added option that will initialize all temps in vertex programs when 
enabled. This does not cover initializing outputs so it is still possible that 
something goes wrong there.
You can use it by exporting R300_VP_SAFETY in your env.
You should see WARN_ONCE when its enabled but keep in mind that nwn repipes 
stderr to /dev/null so you wont see it.

I'm hoping to fix this after GLSL support has been added so I don't have to 
rewrite it twice.

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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-10 Thread Rune Petersen

Aapo Tahkola wrote:

On Sat, 04 Mar 2006 20:55:50 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:



Update:
The "Free temps when possible" patch makes NWN lockup again.

It would appear that hw tcl is very fragile on some cards.



Sorry, I missed your mail.




I just added option that will initialize all temps in vertex programs when 
enabled. This does not cover initializing outputs so it is still possible that 
something goes wrong there.
You can use it by exporting R300_VP_SAFETY in your env.
You should see WARN_ONCE when its enabled but keep in mind that nwn repipes 
stderr to /dev/null so you wont see it.


I tried it, it had no effect, I don't think its the temp registers. I 
suspect there is something broken with the vp code or it triggers a bug 
somewhere else.


Also I'm am able to see corruption in the nwn loading/splash screen. The 
corruption seams structured, and it gradually changes from left to 
right, top to bottom.

Is there any way to capture this? (without using a camera)



I'm hoping to fix this after GLSL support has been added so I don't have to 
rewrite it twice.



great, I'm just trying to make sure everything is thought of. avoiding 
another rewrite.



Rune Petersen


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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-10 Thread Aapo Tahkola
On Fri, 10 Mar 2006 18:27:51 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> Aapo Tahkola wrote:
> > On Sat, 04 Mar 2006 20:55:50 +0100
> > Rune Petersen <[EMAIL PROTECTED]> wrote:
> > 
> > 
> >>Update:
> >>The "Free temps when possible" patch makes NWN lockup again.
> >>
> >>It would appear that hw tcl is very fragile on some cards.
> > 
> > 
> > Sorry, I missed your mail.
> 
> > 
> > I just added option that will initialize all temps in vertex programs when 
> > enabled. This does not cover initializing outputs so it is still possible 
> > that something goes wrong there.
> > You can use it by exporting R300_VP_SAFETY in your env.
> > You should see WARN_ONCE when its enabled but keep in mind that nwn repipes 
> > stderr to /dev/null so you wont see it.
> 
> I tried it, it had no effect, I don't think its the temp registers. I 
> suspect there is something broken with the vp code or it triggers a bug 
> somewhere else.

Do I recall correctly that you have had this problem with textures before hw 
vps were enabled too?

> Also I'm am able to see corruption in the nwn loading/splash screen. The 
> corruption seams structured, and it gradually changes from left to 
> right, top to bottom.
> Is there any way to capture this? (without using a camera)

I dont think iv seen anything like that but seeing it on a flat surface might 
set off some ideas.

You can enter console and write:
sleep 10 && DISPLAY=:0 xwd -root | xwdtopnm | pnmtopng > foo.png
or:
DISPLAY=:0 scrot -d 10 foo.png
and switch back to X.

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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-10 Thread Rune Petersen

Aapo Tahkola wrote:

On Fri, 10 Mar 2006 18:27:51 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

I tried it, it had no effect, I don't think its the temp registers. I 
suspect there is something broken with the vp code or it triggers a bug 
somewhere else.



Do I recall correctly that you have had this problem with textures before hw 
vps were enabled too?
Yes I did but a different kind, flashing "tiles" of colors on the 
texture. was fix with clear cache patch ( this was also reported by others).



Also I'm am able to see corruption in the nwn loading/splash screen. The 
corruption seams structured, and it gradually changes from left to 
right, top to bottom.

Is there any way to capture this? (without using a camera)



I dont think iv seen anything like that but seeing it on a flat surface might 
set off some ideas.


The best images this time were in the menu (grows upwards this time):
http://megahurts.dk/rune/stuff/nwn_menu_1.png
http://megahurts.dk/rune/stuff/nwn_menu_2.png
http://megahurts.dk/rune/stuff/nwn_menu_3.png


Rune Petersen


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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-10 Thread kfs1
On Fri, 10 Mar 2006 21:58:50 +0100, Rune Petersen <[EMAIL PROTECTED]>  
wrote:



Aapo Tahkola wrote:

On Fri, 10 Mar 2006 18:27:51 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

I tried it, it had no effect, I don't think its the temp registers. I  
suspect there is something broken with the vp code or it triggers a  
bug somewhere else.
  Do I recall correctly that you have had this problem with textures  
before hw vps were enabled too?
Yes I did but a different kind, flashing "tiles" of colors on the  
texture. was fix with clear cache patch ( this was also reported by  
others).


Also I'm am able to see corruption in the nwn loading/splash screen.  
The corruption seams structured, and it gradually changes from left to  
right, top to bottom.

Is there any way to capture this? (without using a camera)
  I dont think iv seen anything like that but seeing it on a flat  
surface might set off some ideas.



The best images this time were in the menu (grows upwards this time):
http://megahurts.dk/rune/stuff/nwn_menu_1.png
http://megahurts.dk/rune/stuff/nwn_menu_2.png
http://megahurts.dk/rune/stuff/nwn_menu_3.png



hmm, iv'e seen that on fglrx drivers atleast on the top of the screen once  
or thrice..
I *think* it occured when i killed the x-server and started it up again;  
The driver

crashed at the same time too.


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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-11 Thread Aapo Tahkola
On Fri, 10 Mar 2006 21:58:50 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> Aapo Tahkola wrote:
> > On Fri, 10 Mar 2006 18:27:51 +0100
> > Rune Petersen <[EMAIL PROTECTED]> wrote:
> > 
> >>I tried it, it had no effect, I don't think its the temp registers. I 
> >>suspect there is something broken with the vp code or it triggers a bug 
> >>somewhere else.
> > 
> > 
> > Do I recall correctly that you have had this problem with textures before 
> > hw vps were enabled too?
> Yes I did but a different kind, flashing "tiles" of colors on the 
> texture. was fix with clear cache patch ( this was also reported by others).
> > 
> > 
> >>Also I'm am able to see corruption in the nwn loading/splash screen. The 
> >>corruption seams structured, and it gradually changes from left to 
> >>right, top to bottom.
> >>Is there any way to capture this? (without using a camera)
> > 
> > 
> > I dont think iv seen anything like that but seeing it on a flat surface 
> > might set off some ideas.
> > 
> The best images this time were in the menu (grows upwards this time):
> http://megahurts.dk/rune/stuff/nwn_menu_1.png
> http://megahurts.dk/rune/stuff/nwn_menu_2.png
> http://megahurts.dk/rune/stuff/nwn_menu_3.png

Get xf86-video-ati and drm with Ben's fixes and try again.
You might see it go upwards or downwards depending on how they are rending.
nwn background image is made up of four textures sized 512x512, 512x88, 
288x512, 288x88.

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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-11 Thread Rune Petersen

Aapo Tahkola wrote:

On Fri, 10 Mar 2006 21:58:50 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:


The best images this time were in the menu (grows upwards this time):
http://megahurts.dk/rune/stuff/nwn_menu_1.png
http://megahurts.dk/rune/stuff/nwn_menu_2.png
http://megahurts.dk/rune/stuff/nwn_menu_3.png



Get xf86-video-ati and drm with Ben's fixes and try again.
You might see it go upwards or downwards depending on how they are rending.
nwn background image is made up of four textures sized 512x512, 512x88, 
288x512, 288x88.



I assumed I had a snapshot with all Ben's changes, I was wrong. updating 
xf86-video-ati cured the corruption then starting nwn the second time.


As for the in-game corruption its a little different now. the second map 
loaded still have corrupted textures (slightly more then before). if I 
return to the first map and enter the second map again there is no 
corruption apart for some green on the weapons. all subsequent maps load 
with no trouble.


there might still be trouble with maps that needs textures not already 
loaded.



Rune Petersen


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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-12 Thread Aapo Tahkola
On Sat, 11 Mar 2006 22:48:49 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> Aapo Tahkola wrote:
> > On Fri, 10 Mar 2006 21:58:50 +0100
> > Rune Petersen <[EMAIL PROTECTED]> wrote:
> >>
> >>The best images this time were in the menu (grows upwards this time):
> >>http://megahurts.dk/rune/stuff/nwn_menu_1.png
> >>http://megahurts.dk/rune/stuff/nwn_menu_2.png
> >>http://megahurts.dk/rune/stuff/nwn_menu_3.png
> > 
> > 
> > Get xf86-video-ati and drm with Ben's fixes and try again.
> > You might see it go upwards or downwards depending on how they are rending.
> > nwn background image is made up of four textures sized 512x512, 512x88, 
> > 288x512, 288x88.
> > 
> 
> I assumed I had a snapshot with all Ben's changes, I was wrong. updating 
> xf86-video-ati cured the corruption then starting nwn the second time.
> 
> As for the in-game corruption its a little different now. the second map 
> loaded still have corrupted textures (slightly more then before). if I 
> return to the first map and enter the second map again there is no 
> corruption apart for some green on the weapons. all subsequent maps load 
> with no trouble.
> 
> there might still be trouble with maps that needs textures not already 
> loaded.

All this is just a symptom of dri tex heap manager. nwn will reload textures 
but they will be given different locations on vram.
You can print out t->offset at around line 506 of r300_texmem.c if you are 
interested in seeing how it behaves.
But if you do keep in mind that you need to do it after UNLOCK_HARDWARE or else 
bad things will happen.

You should check that Ben's fix is kicking in by looking for message saying: 
"Setting GART location based on new memory map" in dmesg.

If you still see problems with it enabled you can confirm GART overlapping by 
loading drm.ko with DEBUG=1 (AFAIK) and compairing dev_priv->gart_vm_start 
against dev_priv->fb_location and dev_priv->fb_size .
DRM doesnt print these values but you can calculated it based on Xorg log.

Find line that says:
(II) RADEON(0): Will use x kb for textures at offset x
and compaire upper bound of that against dev_priv->gart_vm_start.

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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-12 Thread Rune Petersen

Aapo Tahkola wrote:

On Sat, 11 Mar 2006 22:48:49 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

All this is just a symptom of dri tex heap manager. nwn will reload textures 
but they will be given different locations on vram.
You can print out t->offset at around line 506 of r300_texmem.c if you are 
interested in seeing how it behaves.
But if you do keep in mind that you need to do it after UNLOCK_HARDWARE or else 
bad things will happen.

You should check that Ben's fix is kicking in by looking for message saying: 
"Setting GART location based on new memory map" in dmesg.

If you still see problems with it enabled you can confirm GART overlapping by loading 
drm.ko with DEBUG=1 (AFAIK) and compairing dev_priv->gart_vm_start against 
dev_priv->fb_location and dev_priv->fb_size .
DRM doesnt print these values but you can calculated it based on Xorg log.

Find line that says:
(II) RADEON(0): Will use x kb for textures at offset x
and compaire upper bound of that against dev_priv->gart_vm_start.


Me stupid, there is a module-path in xorg.conf and I forgot to change i 
to the new path.
Now nwn looks nice, and all games works (ut2k? still have corruption(?) 
on some textures).



I really sorry about this.
Rune Petersen


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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-13 Thread Rune Petersen

Aapo Tahkola wrote:

On Sun, 12 Mar 2006 17:51:16 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:



Aapo Tahkola wrote:


On Sat, 11 Mar 2006 22:48:49 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

All this is just a symptom of dri tex heap manager. nwn will reload textures 
but they will be given different locations on vram.
You can print out t->offset at around line 506 of r300_texmem.c if you are 
interested in seeing how it behaves.
But if you do keep in mind that you need to do it after UNLOCK_HARDWARE or else 
bad things will happen.

You should check that Ben's fix is kicking in by looking for message saying: 
"Setting GART location based on new memory map" in dmesg.

If you still see problems with it enabled you can confirm GART overlapping by loading 
drm.ko with DEBUG=1 (AFAIK) and compairing dev_priv->gart_vm_start against 
dev_priv->fb_location and dev_priv->fb_size .
DRM doesnt print these values but you can calculated it based on Xorg log.

Find line that says:
(II) RADEON(0): Will use x kb for textures at offset x
and compaire upper bound of that against dev_priv->gart_vm_start.


Me stupid, there is a module-path in xorg.conf and I forgot to change i 
to the new path.
Now nwn looks nice, and all games works (ut2k? still have corruption(?) 
on some textures).



Nice to hear it works now :)
I'v checked in a fix that should make nearly all ut2k4 texturing problems 
disappear.
s3tc multitexturing and 8x8 cubic maps are still broken so try to avoid them.

Does nwn still lock?


No, not with limited amount I've been playing, but it usually crashed on 
the first or second map.


I've something else that locks up :)
progs/demos/clearspd
it lockups after a few seconds.


Rune Petersen


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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-13 Thread Aapo Tahkola
On Sun, 12 Mar 2006 17:51:16 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> Aapo Tahkola wrote:
> > On Sat, 11 Mar 2006 22:48:49 +0100
> > Rune Petersen <[EMAIL PROTECTED]> wrote:
> > 
> > All this is just a symptom of dri tex heap manager. nwn will reload 
> > textures but they will be given different locations on vram.
> > You can print out t->offset at around line 506 of r300_texmem.c if you are 
> > interested in seeing how it behaves.
> > But if you do keep in mind that you need to do it after UNLOCK_HARDWARE or 
> > else bad things will happen.
> > 
> > You should check that Ben's fix is kicking in by looking for message 
> > saying: "Setting GART location based on new memory map" in dmesg.
> > 
> > If you still see problems with it enabled you can confirm GART overlapping 
> > by loading drm.ko with DEBUG=1 (AFAIK) and compairing 
> > dev_priv->gart_vm_start against dev_priv->fb_location and dev_priv->fb_size 
> > .
> > DRM doesnt print these values but you can calculated it based on Xorg log.
> > 
> > Find line that says:
> > (II) RADEON(0): Will use x kb for textures at offset x
> > and compaire upper bound of that against dev_priv->gart_vm_start.
> 
> Me stupid, there is a module-path in xorg.conf and I forgot to change i 
> to the new path.
> Now nwn looks nice, and all games works (ut2k? still have corruption(?) 
> on some textures).

Nice to hear it works now :)
I'v checked in a fix that should make nearly all ut2k4 texturing problems 
disappear.
s3tc multitexturing and 8x8 cubic maps are still broken so try to avoid them.

Does nwn still lock?


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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-21 Thread Aapo Tahkola
On Mon, 13 Mar 2006 20:23:29 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> Aapo Tahkola wrote:
> > On Sun, 12 Mar 2006 17:51:16 +0100
> > Rune Petersen <[EMAIL PROTECTED]> wrote:
> > 
> > 
> >>Aapo Tahkola wrote:
> >>
> >>>On Sat, 11 Mar 2006 22:48:49 +0100
> >>>Rune Petersen <[EMAIL PROTECTED]> wrote:
> >>>
> >>>All this is just a symptom of dri tex heap manager. nwn will reload 
> >>>textures but they will be given different locations on vram.
> >>>You can print out t->offset at around line 506 of r300_texmem.c if you are 
> >>>interested in seeing how it behaves.
> >>>But if you do keep in mind that you need to do it after UNLOCK_HARDWARE or 
> >>>else bad things will happen.
> >>>
> >>>You should check that Ben's fix is kicking in by looking for message 
> >>>saying: "Setting GART location based on new memory map" in dmesg.
> >>>
> >>>If you still see problems with it enabled you can confirm GART overlapping 
> >>>by loading drm.ko with DEBUG=1 (AFAIK) and compairing 
> >>>dev_priv->gart_vm_start against dev_priv->fb_location and 
> >>>dev_priv->fb_size .
> >>>DRM doesnt print these values but you can calculated it based on Xorg log.
> >>>
> >>>Find line that says:
> >>>(II) RADEON(0): Will use x kb for textures at offset x
> >>>and compaire upper bound of that against dev_priv->gart_vm_start.
> >>
> >>Me stupid, there is a module-path in xorg.conf and I forgot to change i 
> >>to the new path.
> >>Now nwn looks nice, and all games works (ut2k? still have corruption(?) 
> >>on some textures).
> > 
> > 
> > Nice to hear it works now :)
> > I'v checked in a fix that should make nearly all ut2k4 texturing problems 
> > disappear.
> > s3tc multitexturing and 8x8 cubic maps are still broken so try to avoid 
> > them.
> > 
> > Does nwn still lock?
> 
> No, not with limited amount I've been playing, but it usually crashed on 
> the first or second map.
> 
> I've something else that locks up :)
> progs/demos/clearspd
> it lockups after a few seconds.

You can try commenting r300_context.h:#define CB_DPATH .

If that doesnt help, one could write a simple app that does same as clearspd 
but renders quads instead.
Based on that, we could then put the blame on buffer clear code or high 
fillrate.

-- 
Aapo Tahkola


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Re: "enable hw vertex programs by default" causes lockups on R420 - was Re: [r300] NWN - one map per reboot on R420

2006-03-22 Thread Benjamin Herrenschmidt

> Me stupid, there is a module-path in xorg.conf and I forgot to change i 
> to the new path.
> Now nwn looks nice, and all games works (ut2k? still have corruption(?) 
> on some textures).

I've seen heavy desktop & texture corruption when using mergedfb with
dri too which makes me suspect we might still have unresolved "issues"
with texture memory management...

Ben.




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