[Mesa3d-dev] [Bug 5785] larger textures sizes should be announced with DRI drivers

2006-02-01 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5785  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-02-02 07:21 ---
Also keep in mind that the size of the GART table may be limited so that you may
not be able to map all physical memory into the GART. Basically the GART table
size is determined at kernel/2D driver initialization time. I'm not sure if
there are any physical hardware limitations to the GART table size (depending on
the AGP chipset or PCI(e) SG implementation).  
 
 
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[Mesa3d-dev] [Bug 5791] New: segfault when building vertex program with sse codegen

2006-02-01 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5791  
 
   Summary: segfault when building vertex program with sse codegen
   Product: Mesa
   Version: CVS
  Platform: PC
OS/Version: Linux
Status: NEW
  Severity: normal
  Priority: P2
 Component: Mesa core
AssignedTo: mesa3d-dev@lists.sourceforge.net
ReportedBy: [EMAIL PROTECTED]


When trying to run quake4 with software vertex programs, I get a segfault,
here's the backtrace:
#0  0x00656e69 in ?? ()
#1  0x3cabee97 in build_vertex_program (cp=0xaf83e7c0)
at tnl/t_vb_arbprogram_sse.c:1139
#2  0x3cabefbe in _tnl_sse_codegen_vertex_program (p=0x1152d850)
at tnl/t_vb_arbprogram_sse.c:1201
#3  0x3cabc55f in compile_vertex_program (program=0x9efff38, try_codegen=115 
's')
at tnl/t_vb_arbprogram.c:1130
#4  0x3cabcbf0 in validate_vertex_program (ctx=0x9ac3140, stage=0x47)
at tnl/t_vb_arbprogram.c:1420
#5  0x3cab5da1 in _tnl_run_pipeline (ctx=0x9ac3140) at tnl/t_pipeline.c:144
#6  0x3ca28b23 in r200WrapRunPipeline (ctx=0x9ac3140) at r200_state.c:2465
#7  0x3cb5743f in _tnl_draw_range_elements (ctx=0x9ac3140, mode=4, 
max_index=643,
index_count=71, indices=0x47) at tnl/t_array_api.c:105
#8  0x3cb579ba in _tnl_DrawElements (mode=4, count=2964, type=5125, 
indices=0x282)
at tnl/t_array_api.c:373

The corresponding DISASSEM output was this:
0x44cfe80a: DP4 OUT4, IN0, STATE_VAR:1
0x44cfe86c: DP4 RES, IN0, STATE_VAR:2
0x44cfe8bd: MSK OUT4.y, RES
signal caught: Segmentation fault

This happens with q4 demo and arb_vertex_program set to true (and texture_units
set to 6 on a r200). It only happens if linux-dri-x86 target is used. The weird
thing is, I get a pretty similar crash running the arbvptorus demo but only if I
set MESA_EXPERIMENTAL. But in this case, MESA_EXPERIMENTAL is NOT set, and gdb
tells me try_codegen is 114. So either there is an initialization issue or there
was some memory corruption. And btw it looks like MESA_NO_SSE is not honored for
this stuff (though since you're supposed to enable it manually at this stage
that's probably not a problem).  
 
 
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[Mesa3d-dev] [Bug 5785] larger textures sizes should be announced with DRI drivers

2006-02-01 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5785  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-02-02 05:00 ---
(In reply to comment #1)
> With the new memory manager that Keith is writing, this won't be an issue.  We
> should always be able to map any texture into the GART, so the allocations 
> will
> never fail.
I'm not sure that this solves this completely. Or is it possible to map any ram
to GART? The maximum size could get pretty big (for instance, on the r200, with
cubemaps you'd need about 720MB to map everything in the worst case).  
 
 
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[Mesa3d-dev] [Bug 5785] larger textures sizes should be announced with DRI drivers

2006-02-01 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5785  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-02-02 04:07 ---
The texture size limits advertised by all of the drivers is very conservative. 
This is an issue that has come up a few times before.  There's a trade off.  We
can advertise the actual hardware limits or we can advertise the limits that we
can guarantee will work.  We're stuck with either having to fallback to software
if an app tries to use too much texture memory at once or artificially limit the
available texture sizes.

This technique was introduced back in the Quake 2 days.  There were some
low-memory cards that could end up on a software path with Quake 2's default
settings when the full texture sizes were advertised.

With the new memory manager that Keith is writing, this won't be an issue.  We
should always be able to map any texture into the GART, so the allocations will
never fail.

In the mean time, it might be best to add a config option "Conservative Texture
Limits" that defaults to on.
  
 
 
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[Mesa3d-dev] [Bug 5780] import of vertex arrays causes assertion failure

2006-02-01 Thread bugzilla-daemon
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[EMAIL PROTECTED] changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED




--- Additional Comments From [EMAIL PROTECTED]  2006-02-02 03:46 ---
I checked in the fixed assertion.
  
 
 
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[Mesa3d-dev] [Bug 5780] import of vertex arrays causes assertion failure

2006-02-01 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5780  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-02-02 03:14 ---
Yes, on a 2nd look I thought that too. There is in fact the same assertion in
import_texcoord, which seems the right place for that since there it really
shouldn't get called when there are less texture units available.  
 
 
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[Mesa3d-dev] [Bug 5785] New: larger textures sizes should be announced with DRI drivers

2006-02-01 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to
   
the URL shown below and enter yourcomments there. 
   
https://bugs.freedesktop.org/show_bug.cgi?id=5785  
 
   Summary: larger textures sizes should be announced with DRI
drivers
   Product: Mesa
   Version: CVS
  Platform: PC
OS/Version: Linux
Status: NEW
  Severity: normal
  Priority: P2
 Component: Mesa core
AssignedTo: mesa3d-dev@lists.sourceforge.net
ReportedBy: [EMAIL PROTECTED]


currently, driCalculateMaxTextureLevels will set the max texture sizes so that
the textures always will fit into the texture heap(s). This means worst case,
i.e. all texture units have a texture bound, with no texture compression,
maximum width and height, maximum bit depth, and all mipmaps. It would probably
be better to announce larger sizes (maybe hw max or at least something less
strict, i.e. only 1 texture with otherwise worst-case needs to fit).
For instance, on my r200 with 64MB (and some ddx hack so a bit less ram is
wasted for 2d), max cube map size is 256. It turns out that quake4 absolutely
needs cube maps with a size of 1024, otherwise the outdoor scenes (sky) will
look pretty black (even with low quality, this is probably an app error, it
fails to check the limits, it might be possible to tweak this via console,
though I've yet to figure out how to get a console in the q4 demo...). And the
actual ram quake4 needs for these cube maps isn't _that_ much, as they are
compressed probably only around 9MB (haven't checked what dxt format) for all 
faces.  
 
 
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[Mesa3d-dev] [Bug 5780] import of vertex arrays causes assertion failure

2006-02-01 Thread bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=5780  
 




--- Additional Comments From [EMAIL PROTECTED]  2006-02-02 02:23 ---
My first inclination is to say the assertion should really be:

   ASSERT(unit < MAX_TEXTURE_COORD_UNITS);

I know we check against ctx->Const.MaxTextureCoordUnits in a few other places so
I don't think loosening the above assertion is too risky.  
 
 
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