Re: r300 bugs

2005-05-31 Thread Keith Whitwell

Vladimir Dergachev wrote:



On Mon, 30 May 2005, Bernhard Rosenkraenzer wrote:


Hi,
I've just tried out the r300 driver - works remarkably well for 
untested and

broken code.



:))



I've run into 2 bugs though:
It doesn't work well if the display uses 16 bpp (24 bpp works 
perfectly) -- 3D
in 16 bpp is pretty badly misrendered (sample attached; 2D works well 
w/ r300
DRI even at 16 bpp) -- mixed with a random section of the rest of the 
screen,

wrong colors, and drawn way too large (but close enough to the expected
output to recognize it).



I don't think we ever focused on getting 16bpp right - having 32bpp 
working is fun enough :) Also, all of r300 and later cards have more 
than enough RAM for 32bpp modes.


That said, it is probably just a matter of making sure some constants 
are set properly (like colorbuffer parameters), I don't think anything 
else in the driver is tied to that.


If 16bpp isn't supported, the DDX and/or r300 client driver should be 
modified not to try, and just fall back to indirect rendering.


Keith


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Re: r300 bugs

2005-05-31 Thread Vladimir Dergachev
is fun enough :) Also, all of r300 and later cards have more than enough 
RAM for 32bpp modes.


That said, it is probably just a matter of making sure some constants are 
set properly (like colorbuffer parameters), I don't think anything else in 
the driver is tied to that.


If 16bpp isn't supported, the DDX and/or r300 client driver should be 
modified not to try, and just fall back to indirect rendering.


It think it would be better to put one of the WARN_ONCE messages about the 
fact that 16bpp is broken and needs to be fixed.


Things that are broken and easy to fix are best exposed.

best

  Vladimir Dergachev



Keith


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Re: r300 bugs

2005-05-30 Thread Vladimir Dergachev



On Mon, 30 May 2005, Bernhard Rosenkraenzer wrote:


Hi,
I've just tried out the r300 driver - works remarkably well for untested and
broken code.


:))



I've run into 2 bugs though:
It doesn't work well if the display uses 16 bpp (24 bpp works perfectly) -- 3D
in 16 bpp is pretty badly misrendered (sample attached; 2D works well w/ r300
DRI even at 16 bpp) -- mixed with a random section of the rest of the screen,
wrong colors, and drawn way too large (but close enough to the expected
output to recognize it).


I don't think we ever focused on getting 16bpp right - having 32bpp 
working is fun enough :) Also, all of r300 and later cards have more than 
enough RAM for 32bpp modes.


That said, it is probably just a matter of making sure some constants are 
set properly (like colorbuffer parameters), I don't think anything else in 
the driver is tied to that.




The 2nd bug is that tuxkart (http://tuxkart.sf.net/) segfaults when starting a
game -- apparently the driver is returning a wrong value (or NULL pointer?)
somewhere. The game works on r200 and i855; didn't have the time to do a lot
of debugging yet.


Works fine here - try latest R300 CVS and latest Mesa. I am not playing it 
fullscreen if this matters any..


  best

 Vladimir Dergachev



Any ideas?

Thanks,
bero




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Re: r300 bugs

2005-05-30 Thread Nicolai Haehnle
Hi,

On Monday 30 May 2005 08:51, Vladimir Dergachev wrote:
 On Mon, 30 May 2005, Bernhard Rosenkraenzer wrote:
 
  Hi,
  I've just tried out the r300 driver - works remarkably well for 
untested and
  broken code.
 
 :))
 
 
  I've run into 2 bugs though:
  It doesn't work well if the display uses 16 bpp (24 bpp works perfectly) 
-- 3D
  in 16 bpp is pretty badly misrendered (sample attached; 2D works well w/ 
r300
  DRI even at 16 bpp) -- mixed with a random section of the rest of the 
screen,
  wrong colors, and drawn way too large (but close enough to the expected
  output to recognize it).
 
 I don't think we ever focused on getting 16bpp right - having 32bpp 
 working is fun enough :) Also, all of r300 and later cards have more than 
 enough RAM for 32bpp modes.
 
 That said, it is probably just a matter of making sure some constants are 
 set properly (like colorbuffer parameters), I don't think anything else in 
 the driver is tied to that.

If fglrx supports 16 bits (seriously, I've never tried that - who wants 16 
bits anyway ;)), it's a matter of using glxtest to figure out the necessary 
color buffer setup code. Some other constants may be different, but it's 
unlikely.

In addition to that, you will have to change radeon_span.c (for software 
fallbacks, as wall as Read/DrawPixels functionality) accordingly, as well 
as probably some context creation related stuff.

Also, you might want to look into the code that selects texture formats. It 
probably doesn't make too much sense to select a 32 bit texture format at a 
16 bit screen resolution unless the user explicitly requests it.

cu,
Nicolai


pgpzGHEIXlh44.pgp
Description: PGP signature


r300 bugs

2005-05-29 Thread Bernhard Rosenkraenzer
Hi,
I've just tried out the r300 driver - works remarkably well for untested and 
broken code.

I've run into 2 bugs though:
It doesn't work well if the display uses 16 bpp (24 bpp works perfectly) -- 3D 
in 16 bpp is pretty badly misrendered (sample attached; 2D works well w/ r300 
DRI even at 16 bpp) -- mixed with a random section of the rest of the screen, 
wrong colors, and drawn way too large (but close enough to the expected 
output to recognize it).

The 2nd bug is that tuxkart (http://tuxkart.sf.net/) segfaults when starting a 
game -- apparently the driver is returning a wrong value (or NULL pointer?) 
somewhere. The game works on r200 and i855; didn't have the time to do a lot 
of debugging yet.

Any ideas?

Thanks,
bero
attachment: glxgears.png

Re: r300 bugs

2005-05-29 Thread Peter Zubaj
Hi,

16 bpp is not supported in r300 driver. It will be probably supported
if  fglrx will support 16 bpp (I think, this will never hapend.

Peter Zubaj



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