[Mesa3d-dev] [Bug 10371] can not get GL_MAX_TEXTURE_COORDS_ARB value if dri is disabled

2007-03-22 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=10371





--- Comment #3 from [EMAIL PROTECTED]  2007-03-22 17:27 PST ---
Yes, glxinfo indicates that GL_ARB_fragment_program is supported.
This bug occurs only when DRI is disabled.


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[Mesa3d-dev] [Bug 9880] draw texturt assertion fail when internalformat is GL_COMPRESSED_RGB_FXT1_3DFX and size is 2x2

2007-03-22 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=9880


[EMAIL PROTECTED] changed:

   What|Removed |Added

 CC||mesa3d-
   ||[EMAIL PROTECTED]




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Re: [Mesa3d-dev] Mesa advertises old version

2007-03-22 Thread Brian Paul
Andreas W wrote:
> --- a/src/mesa/main/getstring.c
> +++ b/src/mesa/main/getstring.c
> @@ -54,8 +54,8 @@ _mesa_GetString( GLenum name )
> static const char *version_1_3 = "1.3 Mesa " MESA_VERSION_STRING;
> static const char *version_1_4 = "1.4 Mesa " MESA_VERSION_STRING;
> static const char *version_1_5 = "1.5 Mesa " MESA_VERSION_STRING;
> -   static const char *version_2_0 = "1.5 Mesa " MESA_VERSION_STRING;
> -   static const char *version_2_1 = "1.5 Mesa " MESA_VERSION_STRING;
> +   static const char *version_2_0 = "2.0 Mesa " MESA_VERSION_STRING;
> +   static const char *version_2_1 = "2.1 Mesa " MESA_VERSION_STRING;
> 
>  #if FEATURE_ARB_shading_language_100
> static const char *sl_version_110 = "1.10 Mesa " MESA_VERSION_STRING;
> 
> Is that patch correct or am I missing something?
> What's missing for full OpenGL 2.0 support?

That's intentional as the master/trunk code doesn't support all the 
OpenGL 2.0 entrypoints, etc.

This is done on the glsl-compiler-1 branch though.  I had hoped to merge 
that branch into the trunk by now, but I've found some things I need to 
fix first...

-Brian

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[Mesa3d-dev] Mesa advertises old version

2007-03-22 Thread Andreas W
--- a/src/mesa/main/getstring.c
+++ b/src/mesa/main/getstring.c
@@ -54,8 +54,8 @@ _mesa_GetString( GLenum name )
static const char *version_1_3 = "1.3 Mesa " MESA_VERSION_STRING;
static const char *version_1_4 = "1.4 Mesa " MESA_VERSION_STRING;
static const char *version_1_5 = "1.5 Mesa " MESA_VERSION_STRING;
-   static const char *version_2_0 = "1.5 Mesa " MESA_VERSION_STRING;
-   static const char *version_2_1 = "1.5 Mesa " MESA_VERSION_STRING;
+   static const char *version_2_0 = "2.0 Mesa " MESA_VERSION_STRING;
+   static const char *version_2_1 = "2.1 Mesa " MESA_VERSION_STRING;

 #if FEATURE_ARB_shading_language_100
static const char *sl_version_110 = "1.10 Mesa " MESA_VERSION_STRING;

Is that patch correct or am I missing something?
What's missing for full OpenGL 2.0 support?

Thanks,
aw

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Re: [Mesa3d-dev] Tricky problem with dark corners

2007-03-22 Thread Alex Deucher
On 3/22/07, Michel Dänzer <[EMAIL PROTECTED]> wrote:
> On Wed, 2007-03-21 at 00:58 +0300, malc wrote:
> > On Tue, 20 Mar 2007, Michel D?nzer wrote:
> >
> > > On Thu, 2007-03-15 at 21:36 +0300, malc wrote:
> > >>
> > >> Apparently the problem is that pages obtained by the call to
> > >> get_user_pages admit caching, so adding flush_dcache_range upon
> > >> dequeuing buffer in the device driver removes the artifacts.
> > >>
> > >> Even with this i still get roughly a 3x speedup compared to
> > >> grab to some buffer then copy to gart with memcpy.
> > >>
> > >> However i believe things can be improved:
> > >> 1. call glXGetMemoryOffsetMESA
> > >> 2. tell the driver to grab into "special" memory with this offset
> > >>
> > >> This should avoid the need of having to mess with get_user_pages and
> > >> caching altogether.
> > >>
> > >> Question is though, is this possible at all?
> > >
> > > Possibly. In fact, it should be easy with a traditional AGP bridge which
> > > provides a physically linear view of the aperture to the CPU.
> > > Unfortunately, that's not the case with Apple UniNorth bridges, so is
> > > this on a Mac or a different PowerPC machine such as a Pegasos? If the
> > > former I suspect you may have to hook into the DRM or agpgart to get at
> > > the pages backing the AGP mapping.
> >
> > Thanks for the answer, i had a feeling of being either completely offtopic
> > or a subject to overzelous spam filtering.
> >
> > It's a Mac (mini) with UniNorth. I don't mind at all having to deal with
> > non linear mappings, current code is already in this situation.
>
> So I think basically you need to determine the mapping of the allocated
> memory to physical pages and tell the grabber to write to those pages.
>
> > Unfortunately my knowlege of AGP/GARTs/appertures is virtually non-existent,
> > i was wondering if there's a document that describes the basic concepts to
> > the layman?
>
> I don't know of one, but someone on the list might.
>

wikipedia has some basic info:
http://en.wikipedia.org/wiki/IOMMU

Alex

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Re: [Mesa3d-dev] Tricky problem with dark corners

2007-03-22 Thread Michel Dänzer
On Wed, 2007-03-21 at 00:58 +0300, malc wrote: 
> On Tue, 20 Mar 2007, Michel D?nzer wrote:
> 
> > On Thu, 2007-03-15 at 21:36 +0300, malc wrote:
> >>
> >> Apparently the problem is that pages obtained by the call to
> >> get_user_pages admit caching, so adding flush_dcache_range upon
> >> dequeuing buffer in the device driver removes the artifacts.
> >>
> >> Even with this i still get roughly a 3x speedup compared to
> >> grab to some buffer then copy to gart with memcpy.
> >>
> >> However i believe things can be improved:
> >> 1. call glXGetMemoryOffsetMESA
> >> 2. tell the driver to grab into "special" memory with this offset
> >>
> >> This should avoid the need of having to mess with get_user_pages and
> >> caching altogether.
> >>
> >> Question is though, is this possible at all?
> >
> > Possibly. In fact, it should be easy with a traditional AGP bridge which
> > provides a physically linear view of the aperture to the CPU.
> > Unfortunately, that's not the case with Apple UniNorth bridges, so is
> > this on a Mac or a different PowerPC machine such as a Pegasos? If the
> > former I suspect you may have to hook into the DRM or agpgart to get at
> > the pages backing the AGP mapping.
> 
> Thanks for the answer, i had a feeling of being either completely offtopic
> or a subject to overzelous spam filtering.
> 
> It's a Mac (mini) with UniNorth. I don't mind at all having to deal with
> non linear mappings, current code is already in this situation.

So I think basically you need to determine the mapping of the allocated
memory to physical pages and tell the grabber to write to those pages.

> Unfortunately my knowlege of AGP/GARTs/appertures is virtually non-existent,
> i was wondering if there's a document that describes the basic concepts to
> the layman?

I don't know of one, but someone on the list might.


-- 
Earthling Michel Dänzer   |  http://tungstengraphics.com
Libre software enthusiast |  Debian, X and DRI developer


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[Mesa3d-dev] [Bug 9829] [i965] Segfault with maximum texture units

2007-03-22 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=9829





--- Comment #7 from [EMAIL PROTECTED]  2007-03-22 06:46 PST ---
The comment about 21 instructions was mine.  I could be wrong though.  Roland's
analysis sounds correct.  Does this fix things?

#define MAX_INSTRUCTIONS ((MAX_TEXTURE_UNITS * 6) + 10)

Adding 10 just to be safe.


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[Mesa3d-dev] [Bug 10371] can not get GL_MAX_TEXTURE_COORDS_ARB value if dri is disabled

2007-03-22 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=10371





--- Comment #2 from [EMAIL PROTECTED]  2007-03-22 06:23 PST ---
Does glxinfo indicate that GL_ARB_fragment_program is supported (or
GL_NV_fragment_program)?  If not, querying GL_MAX_TEXTURE_COORDS_ARB is
illegal.  I can't test right now because of a hardware problem.


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[Mesa3d-dev] [Bug 9829] [i965] Segfault with maximum texture units

2007-03-22 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=9829





--- Comment #6 from [EMAIL PROTECTED]  2007-03-22 03:16 PST ---
Looks to me like the buffer holding the instructions is too small (#define
MAX_INSTRUCTIONS 24), despite the comment 21 would be enough. At first sight,
it looks like the maximum number of instructions could be as high as 6 per unit
(1 tex load, 2 * 2 + 1 arithmetic (some modes require 2 arithmetic
instructions, can have different mode for RGB and A, plus 1 for shift), plus
the final 3 for separate specular and the END opcode respectively. That's 51.


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[Mesa3d-dev] [Bug 9829] [i965] Segfault with maximum texture units

2007-03-22 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=9829


[EMAIL PROTECTED] changed:

   What|Removed |Added

 CC|[EMAIL PROTECTED]  |mesa3d-
   ||[EMAIL PROTECTED]
 AssignedTo|mesa3d- |[EMAIL PROTECTED]
   |[EMAIL PROTECTED]   |




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[Mesa3d-dev] [Bug 10371] can not get GL_MAX_TEXTURE_COORDS_ARB value if dri is disabled

2007-03-22 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=10371





--- Comment #1 from [EMAIL PROTECTED]  2007-03-22 01:05 PST ---
Created an attachment (id=9255)
 --> (http://bugs.freedesktop.org/attachment.cgi?id=9255&action=view)
test case


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[Mesa3d-dev] [Bug 10371] New: can not get GL_MAX_TEXTURE_COORDS_ARB value if dri is disabled

2007-03-22 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=10371

   Summary: can not get GL_MAX_TEXTURE_COORDS_ARB value if dri is
disabled
   Product: Mesa
   Version: CVS
  Platform: x86 (IA32)
OS/Version: Linux (All)
Status: NEW
  Severity: normal
  Priority: medium
 Component: GLX
AssignedTo: mesa3d-dev@lists.sourceforge.net
ReportedBy: [EMAIL PROTECTED]
CC: [EMAIL PROTECTED]


If DRI is disabled, we can not get GL_MAX_TEXTURE_COORDS_ARB value by calling:

param=0x
glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, ¶m);
printf("%d\n", param);

The value of param will not be changed after this function call.
If use DRI, the value of GL_MAX_TEXTUROORDS_ARB is 8 in my 965G platform.


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