Re: [Mesa3d-dev] ARB draw buffers + texenv program

2010-04-13 Thread Alex Deucher
On Tue, Apr 13, 2010 at 2:21 PM, Corbin Simpson
mostawesomed...@gmail.com wrote:
 On Tue, Apr 13, 2010 at 6:42 AM, Roland Scheidegger srol...@vmware.com 
 wrote:
 On 13.04.2010 02:52, Dave Airlie wrote:
 On Tue, Apr 6, 2010 at 2:00 AM, Brian Paul bri...@vmware.com wrote:
 Dave Airlie wrote:
 Just going down the r300g piglit failures and noticed fbo-drawbuffers
 failed, I've no idea
 if this passes on Intel hw, but it appears the texenvprogram really
 needs to understand the
 draw buffers. The attached patch fixes it here for me on r300g anyone
 want to test this on Intel
 with the piglit test before/after?
 The piglit test passes as-is with Mesa/swrast and NVIDIA.

 It fails with gallium/softpipe both with and w/out your patch.

 I think that your patch is on the right track.  But multiple render targets
 are still a bit of an untested area in the st/mesa code.

 One thing: the patch introduces a dependency on buffer state in the
 texenvprogram code so in state.c we should check for the _NEW_BUFFERS flag.

 Otherwise, I'd like to debug the softpipe failure a bit further to see
 what's going on.  Perhaps you could hold off on committing this for a 
 bit...

 Well Eric pointed out to me the fun line in the spec

 (3) Should gl_FragColor be aliased to gl_FragData[0]?

       RESOLUTION: No.  A shader should write either gl_FragColor, or
       gl_FragData[n], but not both.

       Writing to gl_FragColor will write to all draw buffers specified
       with DrawBuffersARB.

 So I was really just masking the issue with this. From what I can see
 softpipe messes up and I'm not sure where we should be fixing this.
 swrast does okay, its just whether we should be doing something in gallium
 or in the drivers is open.

 Hmm yes looks like that's not really well defined. I guess there are
 several options here:
 1) don't do anything at the state tracker level, and assume that if a
 fragment shader only writes to color 0 but has several color buffers
 bound the color is meant to go to all outputs. Looks like that's what
 nv50 is doing today. If a shader writes to FragData[0] but not others,
 in gallium that would mean that output still gets replicated to all
 outputs, but since the spec says unwritten outputs are undefined that
 would be just fine (for OpenGL - not sure about other APIs).
 2) Use some explicit means to distinguish FragData[] from FragColor in
 gallium. For instance, could use different semantic name (like
 TGSI_SEMANTIC_COLOR and TGSI_SEMANTIC_GENERIC for the respective
 outputs). Or could have a flag somewhere (not quite sure where) saying
 if color output is to be replicated to all buffers.
 3) Translate away the single color output in state tracker to multiple
 outputs.

 I don't like option 3) though. Means we need to recompile if the
 attached buffers change. Moreover, it seems both new nvidia and AMD
 chips (r600 has MULTIWRITE_ENABLE bit) handle this just fine in hw.
 I don't like option 1) neither, that kind of implicit behavior might be
 ok but this kind of guesswork isn't very nice imho.

 Whatever's easiest, just document it. I'd be cool with:

 DECL IN[0], COLOR, PERSPECTIVE
 DECL OUT[0], COLOR
 MOV OUT[0], IN[0]
 END

 Effectively being a write to all color buffers, however, this one from
 progs/tests/drawbuffers:

 DCL IN[0], COLOR, LINEAR
 DCL OUT[0], COLOR
 DCL OUT[1], COLOR[1]
 IMM FLT32 {     1.,     0.,     0.,     0. }
  0: MOV OUT[0], IN[0]
  1: SUB OUT[1], IMM[0]., IN[0]
  2: END

 Would then double-write the second color buffer. Unpleasant. Language
 like this would work, I suppose?

 
 If only one color output is declared, writes to the color output shall
 be redirected to all bound color buffers. Otherwise, color outputs
 shall be bound to their specific color buffer.
 

Also, keep in mind that writing to multiple color buffers uses
additional memory bandwidth, so for performance, we should only do so
when required.

Alex

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Re: [Mesa3d-dev] Move lists to freedesktop.org?

2010-04-08 Thread Alex Deucher
On Thu, Apr 8, 2010 at 6:21 PM, Brian Paul bri...@vmware.com wrote:

 Unless there's some objection I'm going to subscribe everyone to the
 new FD.O-based mesa-dev mailing list who's on the mesa3d-dev list.
 Probably in the next 24 hours.

 Then, some of you may have to log into the mailman interface
 (http://lists.freedesktop.org/mailman/listinfo/mesa-dev) to set digest
 mode, etc.

 -Brian

Are there plans to move dri-devel as well?

Alex

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Re: [Mesa3d-dev] [PATCH] Correct GL_EQUIV code in r67/7xx.

2010-03-16 Thread Alex Deucher
On Sun, Mar 14, 2010 at 9:18 PM, Matthew W. S. Bell
matt...@bells23.org.uk wrote:
 From 247e121106e8d3e389f2e5a6edf13ea70ac18df7 Mon Sep 17 00:00:00 2001

 These seem to be documented in
 http://www.svgopen.org/2003/papers/RasterOperationsUsingFilterElements/index.html.
 ---
  src/mesa/drivers/dri/r600/r700_state.c |    2 +-
  1 files changed, 1 insertions(+), 1 deletions(-)

 diff --git a/src/mesa/drivers/dri/r600/r700_state.c
 b/src/mesa/drivers/dri/r600/r700_state.c
 index 6f156b5..12eaebb 100644
 --- a/src/mesa/drivers/dri/r600/r700_state.c
 +++ b/src/mesa/drivers/dri/r600/r700_state.c
 @@ -614,7 +614,7 @@ static GLuint translate_logicop(GLenum logicop)
        case GL_XOR:
                return 0x66;
        case GL_EQUIV:
 -               return 0xaa;
 +               return 0x99;
        case GL_AND_REVERSE:
                return 0x44;
        case GL_AND_INVERTED:
 --
 1.7.0

Thanks, pushed.

Alex

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Re: [Mesa3d-dev] r600 pixel_buffer_object for 7.8?

2010-03-08 Thread Alex Deucher
2010/3/7 Ian Romanick i...@freedesktop.org:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Török Edwin wrote:

 I've run the piglit tests using tests/r500.tests, with glean in quick mode.

 With patch: 620/686 pass
 Without patch: 614/679 pass (I opened a bugreport about these failures
 here: https://bugs.freedesktop.org/show_bug.cgi?id=26933)

 The pbo tests results are:
 glean/pbo: fail
 general/pbo-teximage-tiling: pass
 general/pbo-read-argb: pass
 general/pbo-teximage-tiling-2: pass
 general/pbo-drawpixels: pass
 general/pbo-readpixels-small: pass
 general/object_purgeable-api-pbo: skip
 general/pbo-teximage: pass
 fbo/fbo-pbo-readpixels-small: pass

 Okay.  I'm convinced.  I'll leave it up to the r600 maintainers to make
 the final call.  However, they really need to do it before RC1 (March 12th).


Ok, I've gone ahead and enabled the extension in the 7.8 branch.

Alex

 The glean/fbo fail looks like some FP tolerance being too strict (1.0 vs
 1.0). Is there a way to accept 1.0 for 1.0 in the piglit tests?

 pbo test: Test OpenGL Extension GL_ARB_pixel_buffer_object

 FAILURE: glGetPolygonStipple failed (at tpbo.cpp:1028)
 (1, 0) = [1.00, 1.00, 1.00], should be [1.0, 1.0, 1.0]
 pbo:  NOTE perf[0] = 372.891 MB/s, which is in normal mode
 pbo:  NOTE perf[1] = 261.088 MB/s, which is using PBO
 pbo:  FAIL rgba8, db, z24, s8, win+pmap, id 33
       9 tests passed, 1 tests failed.

 That's pretty weird.  I was pretty sure that glean checked for equality
 by making sure the difference was below some threshold.  As far as I can
 tell, fabs(1.00 - 1.0) should be below any reasonable threshold.
 There's clearly something else going wrong.
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 iEYEARECAAYFAkuUJLYACgkQX1gOwKyEAw/MPQCfZ8b/sSBRR8yN8z9u6tQrlY7J
 +4sAnRKvgpboQ8D3ObcNwW5lEUKudPPv
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Re: [Mesa3d-dev] r600 pixel_buffer_object for 7.8?

2010-03-06 Thread Alex Deucher
2010/3/6 Corbin Simpson mostawesomed...@gmail.com:
 HoN needs PBOs? How annoying.

 I'll pull in the patch if nobody else says anything, but I'd much
 prefer that Alex or somebody else more familiar with r600 do it.


Is that patch all that's needed for pbos?  I was under the impression
there was more work involved, but I haven't really had a chance to
look into it further.

Alex

 ~ C.

 2010/3/6 Török Edwin edwinto...@gmail.com:
 Hi Andre,

 I've been using your patch that enables pbo on r600:
 http://cgit.freedesktop.org/~andrem/mesa/commit/?h=r600-testid=6ee755760d124c85bdfd121fd491f68fccca84f7

 Are you considering enabling it in Mesa 7.8?

 Some games won't even start without pbo support (for example Heroes of
 Newerth).

 Even if gameplay isn't perfect (there are some rendering artifacts[1],
 and some effects are slow [2]) at least the game starts with that patch.

 [1] which is not related to your pbo patch, I see artifacts w/o it too
 in other games, and blender:
 https://bugs.freedesktop.org/show_bug.cgi?id=26735
 [2] which can be turned off, like refraction

 Best regards,
 --Edwin

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Re: [Mesa3d-dev] Move lists to freedesktop.org?

2010-03-04 Thread Alex Deucher
On Thu, Mar 4, 2010 at 3:37 PM, Jesse Barnes jbar...@virtuousgeek.org wrote:
 Would anyone have objections if these lists moved to freedesktop.org?

Yes please!

 The recent thread with Linus about the drm pull request highlights the
 post lag and non-subscriber aspect of the current lists, and that
 leaves aside sf.net's horrible mail archive interface and poor
 performance.

 If spam is an issue, another option would be vger.kernel.org.  That
 team runs lkml and several other very high traffic, high profile lists
 and manages quite well; performance is always high and spam is nearly
 non-existent given the amount of traffic.

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Re: [Mesa3d-dev] move normalized texel coordinates bit to sampler view

2010-02-25 Thread Alex Deucher
On Thu, Feb 25, 2010 at 12:39 PM, michal mic...@vmware.com wrote:
 Roland Scheidegger wrote on 2010-02-24 15:18:
 On 24.02.2010 12:48, Christoph Bumiller wrote:

 This wasn't a problem before because textures and samplers were
 linked 1:1, but in view of the gallium-gpu4-texture-opcodes branch,
 this coordinate normalization bit becomes a problem.

 NV50 hardware has that bit in the RESOURCE binding, and not the
 SAMPLER binding, and you can imagine that this will lead to us having
 to jump through a few annoying looking hoops to accomodate.

 As far as I can see, neither D3D10 nor D3D11 nor OpenGL nor CUDA have
 sampler states that are decoupled from the texture, and which contain
 a normalized coordinates bit, so it's worth considering not having it there
 in gallium either.

 For OpenGL, unnormalized coordinates are only used for RECT textures,
 and in this case it makes sense to make it a property of the texture.


 I agree this is not sampler state, but I don't quite agree this should
 be texture state.
 This changes how texture coordinates get interpreted in the interpolator
 - in that sense it is similar to the cylindrical texture coord wrap
 which we moved away from sampler state recently. This one got moved to
 shader declaration. I wonder if the normalization bit should be treated
 the same.
 Though OTOH you're quite right that in OpenGL this really is texture
 property (it is a different texture target after all), and afaik d3d
 doesn't support non-normalized coords (?). Hmm...


 Isn't it the case that for RECT targets we clear the bit, and for others
 we always set it?

 In mesa st I see:

         if (texobj-Target != GL_TEXTURE_RECTANGLE_ARB)
            sampler-normalized_coords = 1;

 By definition, RECT texture with normalised coordinates is just an NPOT.
 If we removed this apparently redundant flag, would that make nouveau
 developers life easier?


FWIW, r3xx-r5xx always requires normalized coords, the normalization
is currently done in the shader.  On r6xx+, you can specify normalized
or non-normalized coords in the tex instructions.

Alex




 And, finally, I've seen you reverted the changes for independent image
 and sampler index in the texture opcodes. What's up with that ?
 Is the code not nice enough, or has the idea been discarded and by problem
 disappears ?



 Please consider this branch dead. It will be easier for me to introduce
 new, optional sampler and fetch opcodes a'la GL 3.0. There's just too
 much code to fix and test and we still want the older hardware not to
 stand on its head to try and translate back to old model.

 Thanks.

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Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-03 Thread Alex Deucher
On Wed, Feb 3, 2010 at 4:42 AM, Luca Barbieri l...@luca-barbieri.com wrote:
 I tested this on Windows, using nVidia driver 195 on nv40, and it
 seems we are all partially wrong.

 SM3 does indeed allow semantics unrelated to hardware resources.
 However, the semantic indices for any semantic type must be in the
 range 0-15, or D3DX will report a compiler error during shader
 compilation:
 error X2000: syntax error : unexpected token 'dcl_texcoord16'

 This is further confirmed by the following lines in d3d9types.h:
 #define MAXD3DDECLUSAGE         D3DDECLUSAGE_SAMPLE
 #define MAXD3DDECLUSAGEINDEX    15

 I would guess that these two 4-bit values are combined into an 8-bit
 value that is then passed directly to hardware like r600 which
 supports 8-bit semantic indices in hardware.
 Is this the case on Radeon?

 Is the 8-bit semantic table a feature of r300 too or only of r600+?

Only r600+.  r3xx-r5xx is more basic.  You basically set up a table
based on the inputs and outputs.  Order doesn't matter as long as the
table is correct for the vs and ps you are using.  See pages 258-261
for the vertex fetch setup and pages 197-199 for the vs to ps routing
of the r5xx accel guide:
http://www.x.org/docs/AMD/R5xx_Acceleration_v1.4.pdf

Alex


 In light of this, it may make sense to do some range limitation ourselves too.
 In particular, a good plan could be limiting all semantic indices to
 0-15, except GENERIC, which could support a 0-127 range.
 This would allow to both directly take advantage of Radeon hardware,
 and let drivers that need to remap in software do so with direct
 lookup in a small array.


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Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread Alex Deucher
On Tue, Feb 2, 2010 at 1:16 PM, Luca Barbieri l...@luca-barbieri.com wrote:
  Personally I'm
 going to take a break from this thread, spend a couple of days looking
 at i965, etc, to see what can be done to improve things there, and
 maybe come back with an alternate proposal.

 Yes, I think that the most important step is to precisely determine
 how both hardware (and especially the newer cards you mentioned) works
 and how shader APIs (especially DirectX) are defined.


On AMD r6xx and newer asics, the hardware provides 8 bit semantic ids
that are used for vertex fetches and shader to shader routing.  See:
http://www.x.org/docs/AMD/R6xx_R7xx_3D.pdf
pages 10-11, 16-17
The driver can define the ids to whatever it wants and then data will
be routed based on those ids.  E.g.,

#define POSITION 1
#define COLOR0   2
#define TEXCOORD0 3
etc.

then in your fetch shader:
vfetch POSITION
vfetch TEXCOORD0
vfetch COLOR0

and in your vs output:
export COLOR0
export TEXCOORD0
export POSITION

and in your ps inputs:
input TEXCOORD0
input COLOR0

etc.

The ordering doesn't matter all routing is done by semantic id.
There's no need to recompile your vertex shaders or pixel shaders, you
just adjust the fetch shader and sematic exports/imports state
accordingly.

The current r600 classic mesa driver just uses a hardcoded mapping
right now, but it would make sense to use semantic ids in the gallium
driver.

Alex

 Once the workings of both are known and agreed upon, the best solution
 should be hopefully be clear.

 In addition to looking at hardware such as i965, it would be awesome
 to find some clear and unambiguous documentation on DirectX shader
 semantics. and agree on its interpretation.

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Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-01-29 Thread Alex Deucher
On Fri, Jan 29, 2010 at 12:31 PM, Brian Paul brian.e.p...@gmail.com wrote:
 On Fri, Jan 29, 2010 at 9:49 AM, Brian Paul brian.e.p...@gmail.com wrote:
 On Fri, Jan 29, 2010 at 12:48 AM, Luca Barbieri l...@luca-barbieri.com 
 wrote:
 I'd like to have some more definitive review comments on this patch
 (sending to Brian and Keith for this).

 Right now GLSL is the *only* Gallium user that does not use sequential
 indexes starting from 0 for vertex shader outputs and fragment shader
 inputs.
 This causes problems for some drivers such as nv30/nv40 that don't
 remap the indexes right now.

 This can be addressed in two ways:
 1. Don't require Gallium users to use sequential indices, and require
 vertex shader inputs and fragment shader outputs to match perfectly
 2. Don't require Gallium users to use sequential indices, and change
 nv30/nv40 and possibly other drivers to remap indices
 3. Fix the only problematic user, GLSL, to use sequential indices

 (1) will break the Mesa state tracker in a very hard to fix way.
 (2) is complex and means that nv30/nv40 and maybe other drivers can no
 longer compile vertex and fragment shaders independently.
 (3) is a simple fix, provided by this patch.

 I feel that (3), implemented by this patch, is the best solution,
 since driver simplicity is one of the Gallium design goals, and I
 don't see any significant advantages in supporting discontiguous
 vertex shader output / fragment shader input values.

 OpenGL and DirectX 9/10 don't seem to allow arbitrary numbers for
 vertex shader outputs and fragment shader inputs, and instead require
 0-7, 0-15 or 0-31 depending on feature level.

 If this is wrong, please correct me.

 I propose that Gallium should also require 0-x indices and not arbitrary 
 values.
 Thus, GLSL should be fixed to respect that.

 Note that this change cannot be done in the state tracker because it
 requires to see both the fragment and vertex shaders at once, which
 only happens in the GLSL linker.
 Thus, while the change has been discussed with Gallium in mind, it is
 done at the Mesa program level, and it actually results in Mesa
 programs with contiguous indices.
 This also potentially benefits non-Gallium drivers.

 What do you think?

 Luca, I'm OK with this change in principle but I need a bit more time
 to review the problem and your patch...

 Luca,

 Let me make sure I understand the problem here.

 Are you specifically concerned about the GENERIC[x] semantic
 labels/indexes that are attached to VS outputs and FS inputs?

 I hacked a Mesa GLSL demo to use texcoords and varying vars and saw
 something like this:

 VERT
 DCL IN[0]
 DCL OUT[0], POSITION
 DCL OUT[1], GENERIC[0]
 DCL OUT[2], GENERIC[10]
 ...

 FRAG
 DCL IN[0], GENERIC[0], PERSPECTIVE
 DCL IN[1], GENERIC[10], PERSPECTIVE
 DCL OUT[0], COLOR
 ...


 We use the semantic names/labels GENERIC[0] and GENERIC[10] but note
 that the actual inputs/outputs are in consecutive slots.

 This is as intended.  The semantic indexes are used to match up
 inputs/outputs logically but they should not effect which hardware
 interpolation slots are used.


FWIW, I think DX10 required or at least encouraged semantic mapping
support in hardware.  R6xx+ radeons support this and r3xx-r5xx
hardware do to a lesser degree.  You can use arbitrary, driver
specific ids and the hardware will match up inputs and outputs based
on those ids.

Alex

 Prior to Keith's commit 07fafc7c9346aa260829603bf3188596481e9e62 the
 generic semantic indexes were consecutive, BTW.

 -Brian

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Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-01-29 Thread Alex Deucher
On Fri, Jan 29, 2010 at 12:55 PM, Luca Barbieri l...@luca-barbieri.com wrote:
 FWIW, I think DX10 required or at least encouraged semantic mapping
 support in hardware.  R6xx+ radeons support this and r3xx-r5xx
 hardware do to a lesser degree.  You can use arbitrary, driver
 specific ids and the hardware will match up inputs and outputs based
 on those ids.

 Can you provide a reference to the DX10 API for doing that?
 I'm not very familiar with DX10, and a quick search on MSDN didn't
 turn anything relevant.


I'm not sure off hand.  That's the answer I got internally as to why
we have semantic mapping support in hw.

Alex

 Does the VMWare DirectX state tracker use non-sequential semantic
 indices in the implementation of such a feature?


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Re: [Mesa3d-dev] perrtblend merge

2010-01-26 Thread Alex Deucher
On Tue, Jan 26, 2010 at 11:03 AM, Roland Scheidegger srol...@vmware.com wrote:
 Oh, I should have added the PIPE_CAP bits (even if not supported) to all
 drivers. Good catch. I'll do that for the other drivers now.

 Roland

 (btw, I think r500 could do separate colormasks, but not separate blend
 enables, and there might be more hardware like that. However, this is
 not exposed by GL, it might be supported by some DX9 cap bit, but it
 didn't seem worthwile to add a separate gallium cap bit for supporting
 per-rt blend enables and colormasks, respectively.)

Seems fine.  It would be easy to add later if the need arises.

Alex


 On 26.01.2010 16:37, Corbin Simpson wrote:
 Yeah, r300 doesn't but r600 does. I've read through the branch, and
 the r300g patch looks perfect. I've pushed another patch on top for
 the pipe caps, to avoid post-merge cleanups for myself.

 On Tue, Jan 26, 2010 at 7:00 AM, Alex Deucher alexdeuc...@gmail.com wrote:
 On Tue, Jan 26, 2010 at 9:44 AM, Roland Scheidegger srol...@vmware.com 
 wrote:
 Hi,

 I'm planning on merging this branch to master soon.
 This will make it possible to do per render target blend enables,
 colormasks, and also per rendertarget blend funcs (with a different CAP
 bit for the latter, and this one isn't actually used in mesa state
 tracker yet).
 None of the drivers other than softpipe implement any of it, but they
 were adapted to the interface changes so should continue to run.
 Apparently, that functionality is only interesting for drivers
 supporting multiple render targets, and the hw probably needs to be
 quite new (I know that i965 could support it (well not the multiple
 blend funcs but the rest), but the driver currently only supports 1
 render target).
 FWIW, AMD R6xx+ hw supports MRTs and per-MRT blends as well, although
 at the moment the driver also only supports 1 RT.

 Alex

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Re: [Mesa3d-dev] mesa_7_7_branch - master merges

2010-01-25 Thread Alex Deucher
On Mon, Jan 25, 2010 at 12:17 PM, Eric Anholt e...@anholt.net wrote:
 On Mon, 25 Jan 2010 13:04:10 +, José Fonseca jfons...@vmware.com wrote:
 mesa_7_7_branch and master are becoming quite different, because of all
 the gallium interface changes that have been going into master, so
 merging fixes from mesa_7_7_branch into master is becoming less and less
 of a trivial exercise.

 This is aggravated by the fact we are basing a release from the
 mesa_7_7_branch, so it's likely that we'll need to have temporary
 non-invasive bugfixes that should not go into master (which should
 receive instead the proper and potentially invasive fix).

 I see a few alternatives here:

 a) stop merging mesa_7_7_branch - master. bugfixes should be applied to
 both branches. preferably by the person that wrote the patch.

 This, please.  I still hate the merge stable - master plan, because it
 means that the drivers of people other than the one doing the merge gets
 broken.

I would prefer this as well.

Alex

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Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-01-18 Thread Alex Deucher
On Mon, Jan 18, 2010 at 10:52 AM, Marek Olšák mar...@gmail.com wrote:
 On Mon, Jan 18, 2010 at 3:22 PM, Luca Barbieri l...@luca-barbieri.com
 wrote:

  I think this is not necessary and fixing the rasterizer setup in the
  driver
  would by better than fixing the state tracker.
 
  In r300g, we dynamically allocate rasterizer units based on vertex
  shader
  outputs. If the vertex shader uses slots 1, 5, 20, 100, the driver
  maps
  them to units 1,2,3,4.

 But what if the fragment shader has inputs 1, 2, 5, 20, 100?
 If you remap the fragment shader to 1, 2, 3, 4, 5, then they will
 mismatch.

 You would need to either:
 1. Generate shaders in the driver for the fragment/vertex combination
 instead of each one separately
 2. Require that vertex shader outputs match fragment shader inputs exactly

 (1) makes the driver much more complex and slow. I think we should try
 to make it possible to avoid this, unless the hardware absolutely
 requires it.
 (2) will probably break the existing fixed pipeline and ARB_fp/vp
 support, and also make the driver more complex than necessary.

 Does r300g compile both fragment and vertex shader together?

 Also note that all Gallium-capable hardware should support 8 varying
 slots, so anything that uses only texture coordinates should not
 need any remapping.

 I was talking about the rasterizer (interpolator) units, which, on r300, are
 quite flexible and can read an arbitrary vertex shader output and write it
 to an arbitrary fragment shader input (= register address). Given this
 flexibility, fragment and vertex shaders are compiled separately in r300g
 and semantic indices don't matter, just the total number of varyings.

I think DX9 required this flexibility when mapping VS to PS, so it's
likely most DX9 hw supports this.

Alex

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Re: [Mesa3d-dev] Mystery of u_format.csv

2010-01-06 Thread Alex Deucher
2010/1/6 Michel Dänzer mic...@daenzer.net:
 On Wed, 2010-01-06 at 15:18 +, Keith Whitwell wrote:
 On Wed, 2010-01-06 at 07:13 -0800, José Fonseca wrote:
  On Wed, 2010-01-06 at 06:51 -0800, Michel Dänzer wrote:
   On Wed, 2010-01-06 at 14:32 +, José Fonseca wrote:
On Wed, 2010-01-06 at 06:23 -0800, Michel Dänzer wrote:
 On Wed, 2010-01-06 at 14:03 +, José Fonseca wrote:
  On Tue, 2010-01-05 at 23:36 -0800, michal wrote:
   michal wrote on 2010-01-06 07:58:
michal wrote on 2009-12-22 10:00:
   
Marek Olšák wrote on 2009-12-22 08:40:
   
   
Hi,
   
I noticed that gallium/auxiliary/util/u_format.csv contains 
some weird
swizzling, for example see this:
   
$ grep zyxw u_format.csv
PIPE_FORMAT_A8R8G8B8_UNORM        , arith , 1, 1, un8 , un8 
, un8 ,
un8 , zyxw, rgb
PIPE_FORMAT_A1R5G5B5_UNORM        , arith , 1, 1, un5 , un5 
, un5 ,
un1 , zyxw, rgb
PIPE_FORMAT_A4R4G4B4_UNORM        , arith , 1, 1, un4 , un4 
, un4 ,
un4 , zyxw, rgb
PIPE_FORMAT_A8B8G8R8_SNORM        , arith , 1, 1, sn8 , sn8 
, sn8 ,
sn8 , zyxw, rgb
PIPE_FORMAT_B8G8R8A8_SRGB         , arith , 1, 1, u8  , u8  
, u8  , u8
 , zyxw, srgb
   
It's hard to believe that ARGB, ABGR, and BGRA have the same
swizzling. Let's continue our journey:
   
$ grep A8R8G8B8 u_format.csv
PIPE_FORMAT_A8R8G8B8_UNORM        , arith , 1, 1, un8 , un8 
, un8 ,
un8 , zyxw, rgb
PIPE_FORMAT_A8R8G8B8_SRGB         , arith , 1, 1, u8  , u8  
, u8  ,
u8  , wxyz, srgb
   
Same formats, different swizzling? Also:
   
$ grep B8G8R8A8 u_format.csv
PIPE_FORMAT_B8G8R8A8_UNORM        , arith , 1, 1, un8 , un8 
, un8 ,
un8 , yzwx, rgb
PIPE_FORMAT_B8G8R8A8_SRGB         , arith , 1, 1, u8  , u8  
, u8  ,
u8  , zyxw, srgb
   
Same formats, different swizzling? I don't really get it. 
And there's
much more cases like these. Could someone tell me what the 
intended
order of channels should be? (or possibly propose a fix) The 
meaning
of the whole table is self-contradictory and it's definitely 
the
source of some r300g bugs.
   
   
   
Marek,
   
Yes, that seems like a defect. The format swizzle field tells 
us how to
swizzle the incoming pixel so that its components are 
ordered in some
predefined order. For RGB and SRGB colorspaces the order is 
R, G, B and
A. For depth-stencil, ie. ZS color space the order is Z and 
then S.
   
I will have a look at this.
   
   
Marek, Jose,
   
Can you review the attached patch?
   
  
   Ouch, it looks like we will have to leave 24-bit (s)rgb formats 
   with
   array layout as the current code generator will bite us on big 
   endian
   platforms. Attached an updated patch.
 
  Why are you changing the layout from array to arith? Please leave 
  that
  alone.
 
  Yes, the code generator needs a big_ending - little endian call 
  to be
  correct on big endian platforms, as gallium formats should always 
  be
  thougth of in little endian terms, just like most hardware is.

 Actually, 'array' formats should be endianness neutral,
   
Yep.
   
 and IMO 'arith' formats should be defined in the CPU endianness.
   
I originally thought that too, but Keith convinced me that gallium is 
a
hardware abstraction, and all 3d hardware is little endian, therefore
gallium formats should be always in little endian.
  
   Then there probably should be no 'arith' formats, at least not when the
   components consist of an integer number of bytes.
 
  Yes, that's probably the best.
 
 Though as discussed
 before, having 'reversed' formats defined in the other endianness as
 well might be useful. Drivers which can work on setups where the CPU
 endianness doesn't match the GPU endianness should possibly only use
 'array' formats, but then there might need to be some kind of mapping
 between the two kinds of formats somewhere, maybe in the state 
 trackers
 or an auxiliary module...
   
Basically a developer implementing a pipe drivers for a hardware should
not have to worry about CPU endianness. If a graphics API define 
formats
in terms of the native CPU endianness then the state tracker will have
to do the translation.
  
   That's more or less what I meant in my last sentence above. Hopefully
   it'll be possible to share this between state trackers at least to some
   degree via an auxiliary module or so. At least OpenGL and X11 define
   (some) 

Re: [Mesa3d-dev] Yet more r300g fear and loathing...

2009-12-21 Thread Alex Deucher
On Mon, Dec 21, 2009 at 12:49 PM, tom fogal tfo...@alumni.unh.edu wrote:
 Corbin Simpson mostawesomed...@gmail.com writes:
 So, yet another thing that r300 sucks balls at: NPOT textures. We've
 been talking it over on IRC, and here's the options.

 1) Don't do NPOT. Stop advertising PIPE_CAP_NPOT, refuse to accept
 non-NPOT dimensions on textures. This sucks because it means that we
 don't get GL 2.0, which means most apps (bless their non-compliant
 souls) will refuse to attempt GLSL, which means that there's really
 no point in continuing this driver.

 What's the performance of NPOT when implemented in the driver?

 I work on real-time visualization apps; the one in particular I'm
 thinking of does texture sampling of potentially-NPOT textures via
 GLSL.  If sampling a NPOT texture is not going to run in hardware,
 the app is useless.  Further, our app keeps track of the amount of GL
 memory allocated for textures, FBOs and the like.  If a texture is
 going to be silently extended, that messes with our management routines
 [1].


The hardware supports rectangular texture sampling.  What's missing is
support for certain wrap modes and mipmaps with npot textures.
Neither of which are used that often.

Alex

 We don't have the resources to maintain a card database of this card
 with this driver advertises X but implements it in software, though
 such a thing is desperately needed.  It would be much easier for us if
 advertising X means we implement it in HW.  Incorrect reporting of
 NPOT in particular is so prevalent that we have a settings dialog that
 allows a user to force power of two textures, causing us to silently
 extend our textures before uploading them.  Many of our users don't
 even know what a GPU is.  What else can we do, though?

 Anyway, all that said, if performance suffers in any way I vote for
 not advertising the extension or GL 2.0.  If an application is broken,
 an application is broken.  Maybe add a debug statement so that the
 application author can figure out what they've done wrong, should they
 ever find the desire to fix their code.

 I realize this is getting beyond the scope of your inquiry.  GL really
 needs a query that allows an application developer to figure out if a
 feature is accelerated by the hardware or not.  Since it lacks this,
 the advertising of extensions is just about the only thing we, as app
 developers, can use as a heuristic.

 -tom

 [1] ... maybe this isn't such a big deal.  GL's memory management is
    lame/opaque and as such we haven't found a way to utilize this
    information usefully, yet.

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Re: [Mesa3d-dev] Mesa Radeon Compile Problem

2009-12-05 Thread Alex Deucher
On Sat, Dec 5, 2009 at 6:18 PM, Mike Lothian m...@fireburn.co.uk wrote:
 Hi I had a compile error with the latest git mesa

 The error is:

 x86_64-pc-linux-gnu-gcc -c -I.
 -I../../../../../src/mesa/drivers/dri/common -Iserver
 -I../../../../../include -I../../../../../src/mesa
 -I../../../../../src/egl/main -I../../../../../src/egl/drivers/dri
 -I/usr/include/drm    -march=native -O2 -pipe -w -ffast-math -Wall
 -Wmissing-prototypes -std=c99 -ffast-math -fno-strict-aliasing  -fPIC
  -D_GNU_SOURCE -DPTHREADS -DHAVE_POSIX_MEMALIGN -DUSE_XCB
 -DGLX_USE_TLS -DPTHREADS -DUSE_EXTERNAL_DXTN_LIB=1 -DIN_DRI_DRIVER
 -DGLX_DIRECT_RENDERING -DGLX_INDIRECT_RENDERING -DHAVE_ALIAS
 -DHAVE_LIBDRM_RADEON=1 -I/usr/include/drm   -DRADEON_R100 -Wall
 radeon_texstate.c -o radeon_texstate.o
 radeon_texstate.c: In function 'radeonSetTexBuffer2':
 radeon_texstate.c:675: error: too few arguments to function
 'radeon_update_renderbuffers'

 Reverting 433f0a82f5a4696e6b0c4061f645485ec8079bb4 seems to fix it for me

Already fixed.

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Re: [Mesa3d-dev] r600/r700 compiler future?

2009-11-28 Thread Alex Deucher
On Sat, Nov 28, 2009 at 5:36 AM, Pierre Ossman pierre-l...@ossman.eu wrote:
 I'm sorry this reply is so late. I completely forgot about this
 thread...

 On Mon, 2 Nov 2009 10:35:16 -0500
 Li, RichardZ richardz...@amd.com wrote:


 Yes, you are right. When the compiler code was put there, as Alex said,
 we hope to get everything worked. Certainly emit alu instruction based
 on write-mask is the must-do tune up for current compiler. We are
 preparing compiling capability for r6/r7 driver for mesa glsl IL to hw
 instructions. Originally I hoped could tune up compiler after it.
 Surely any optimizations are welcome, especially this one. I hope
 current code is only a start point for us to make its graphics run
 better together. :-)


 Getting things working first, and then getting them fast is definitely
 the right approach. I think everyone is familiar with the evils of
 premature optimisations. :)

 That said, I think we need to get the basic architecture right or risk
 having to rewrite a lot of the compiler when trying to optimise it.

 The more I've been thinking about it, the more it feels right to have
 the internal representation based around elements as opposed to
 vectors. The frontend of the compiler would then generate these element
 based operations, and we'd have an instruction scheduler that organises
 them efficiently.

 In the first version that scheduler would just make sure that
 instructions are tagged in a way that gives proper execution. That
 shouldn't require any reordering and therefore shouldn't be that messy
 to implement. Later we can improve the scheduler to pack instructions
 more tightly.

 As for Mesa vs Gallium, I guess making a really good compiler is only
 important for Gallium as that is the long term solution and Mesa is
 just a stop-gap.

 I'm not sure how the GLSL compiler you are working on looks like, nor
 do I know what design Corbin's Gallium code uses, but I'm hoping we're
 all pulling in the same direction. :)

The r600 GLSL code is already in git.  Reviews/thoughts much appreciated.

Alex

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Re: [Mesa3d-dev] [RFC] Proposed Mesa 7.7 / 7.6.1 release schedule

2009-11-18 Thread Alex Deucher
On Wed, Nov 18, 2009 at 10:26 AM, Brian Paul bri...@vmware.com wrote:
 Julien Cristau wrote:
 On Wed, Nov 18, 2009 at 07:44:46 -0700, Brian Paul wrote:

 The 7.6.1 release should be ready to go at any time since it's just
 bug fixes.  So I'd like to make a release candidate today, and release
 7.6.1 by the end of the week.

 I think bug #24131 should be a blocker for 7.6.1.  Apparently a revert
 fixes it...

 One of the radeon developers should make the call, but I'd be OK with
 reverting it.

 For reference: http://bugs.freedesktop.org/show_bug.cgi?id=24131

I'll go ahead and test and revert it.  Do I need to apply to all three
branches or will 7.6 get merged into the other 2 at some point?

Alex

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Re: [Mesa3d-dev] [RFC] Proposed Mesa 7.7 / 7.6.1 release schedule

2009-11-18 Thread Alex Deucher
On Wed, Nov 18, 2009 at 11:13 AM, Brian Paul bri...@vmware.com wrote:
 Alex Deucher wrote:

 On Wed, Nov 18, 2009 at 10:26 AM, Brian Paul bri...@vmware.com wrote:

 Julien Cristau wrote:

 On Wed, Nov 18, 2009 at 07:44:46 -0700, Brian Paul wrote:

 The 7.6.1 release should be ready to go at any time since it's just
 bug fixes.  So I'd like to make a release candidate today, and release
 7.6.1 by the end of the week.

 I think bug #24131 should be a blocker for 7.6.1.  Apparently a revert
 fixes it...

 One of the radeon developers should make the call, but I'd be OK with
 reverting it.

 For reference: http://bugs.freedesktop.org/show_bug.cgi?id=24131

 I'll go ahead and test and revert it.  Do I need to apply to all three
 branches or will 7.6 get merged into the other 2 at some point?

 Just commit to the 7.6 branch.  I'll eventually merge that branch to 7.7 and
 then to master.

Pushed.

Alex

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Re: [Mesa3d-dev] r600/r700 compiler future?

2009-11-01 Thread Alex Deucher
On Sun, Nov 1, 2009 at 9:34 AM, Pierre Ossman pierre-l...@ossman.eu wrote:
 I'm looking at r600/r700 compiler with the ambition of filling in the
 missing pieces. I've just read through the documentation and the basic
 structure of the compiler, and I'm having a hard time understanding the
 design choices of the code. Hopefully someone can fill me in on what
 the plan is here.

 The basic problem is that the compiler is a somewhat poor fit for the
 hardware. The compiler is designed around vectors, whilst the hardware
 works more in terms of individual elements (albeit with a whole bunch
 of restrictions). This disparity means that the compiler in its current
 form can be very inefficient. Worst case scenario is using 25% of the
 hardware.

 As an example, I've been looking at implementing the EXP op. A simple
 implementation would use 4 instruction groups with the current
 compiler, but the hardware should be capable of doing it with 2. An
 optimised implementation would range in efficiency between 100% and 33%
 of hardware capability. The common case would probably still be 50%.

 So what's the plan here? This kind of inefficiency must be a temporary
 solution and not the final goal?

At this point the compiler is pretty much unoptimized; it was written
to make sure everything worked.  In most cases it just provides the
basic functionality, so optimizations are welcome.   I've cc'ed
Richard as he has written most of the shader code at this point.

Alex

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Re: [Mesa3d-dev] texformat-rework branch

2009-10-29 Thread Alex Deucher
On Thu, Oct 29, 2009 at 9:49 AM, Brian Paul bri...@vmware.com wrote:
 Alex Deucher wrote:

 On Wed, Oct 28, 2009 at 11:44 PM, Brian Paul brian.e.p...@gmail.com
 wrote:

 OK, the merge is done.

 Here's a quick summary of the changes:

 * The old gl_texture_format struct is replaced by a new gl_format enum.
 * The new formats are defined in formats.h and all the helper
 functions are in formats.c
 * textures and renderbuffers now use the same format info/fields
 * some special case code for compressed vs. uncompressed textures was
 unified.
 * new XRGB and X8Z24 formats
 * removed swrast-only/GLchan texture formats

 I don't know of any regressions but I haven't tested all the DRI
 drivers.  If anyone finds any problems, let me know (please provide
 details) and I'll help you ASAP.

 fbo_firecube spews the following:
 radeonSetSpanFunctions: bad format: 0x001C

 OK, should be fixed now.

Yep, that did it.  thanks!

Alex

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Re: [Mesa3d-dev] texformat-rework branch

2009-10-28 Thread Alex Deucher
On Wed, Oct 28, 2009 at 11:44 PM, Brian Paul brian.e.p...@gmail.com wrote:
 OK, the merge is done.

 Here's a quick summary of the changes:

 * The old gl_texture_format struct is replaced by a new gl_format enum.
 * The new formats are defined in formats.h and all the helper
 functions are in formats.c
 * textures and renderbuffers now use the same format info/fields
 * some special case code for compressed vs. uncompressed textures was unified.
 * new XRGB and X8Z24 formats
 * removed swrast-only/GLchan texture formats

 I don't know of any regressions but I haven't tested all the DRI
 drivers.  If anyone finds any problems, let me know (please provide
 details) and I'll help you ASAP.

fbo_firecube spews the following:
radeonSetSpanFunctions: bad format: 0x001C

Alex

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Re: [Mesa3d-dev] r600: implement ARB_occlusion_query

2009-10-27 Thread Alex Deucher
On Mon, Oct 26, 2009 at 5:32 PM, Alex Deucher alexdeuc...@gmail.com wrote:
 On Mon, Oct 26, 2009 at 4:55 AM, Stephan Schmid stephan_2...@gmx.de wrote:
 This implements GL_ARB_occlusion_query for RV610
 Currently it results in a huge performance gain in games that take advantage 
 of
 ARB_oq such as sauerbraten (cube2).
 issues:
 - this was tested so far only on RV610. I figured out that the RV610 writes 
 one
  single uint64_t value when triggering the zpass write event. The specs 
 aren't
  too clear about what exactly is written.
  It might be that there are multiple zpass counters on chip and that 
 r6xx/r7xx
  chips write one uint64_t per counter (just as the r300 do it). In this case 
 the
  RV610 would write only one value because it's one of the smallest chips in 
 the
  family so it's got only one counter.
  If my assumtion were true it would be necessary to use n*sizeof(uint64_t) in
  r600_emit_query_finish as offset (n = number of counters/values written) and
  to consider the additional values in radeonQueryGetResult when computing the
  result of the query.
  It would be interesting to know what the other r6xx/r7xx write on 
 zpass-write event
  to support them as well.

 Stephan,

   Nice work!  The zpass stuff is per DB just like the older chips, so
 you'll need to allocate enough memory to support two qwords for each
 DB.  The number of DBs depends on the asic.  We'll probably need a drm
 query similar to what we do for r300.  I'm working on a cleaned up
 version of your mesa patch and a drm patch to return the number of RBs
 like we do for r300.

After testing, it seems r6xx aggregates the zpass results from all DB
blocks into 1 qword.  R7xx, seems to work differently.  I'm following
up internally.  The attached patch works properly on all r6xx cards I
have and certain r7xx cards.  tri-query and glean oq tests pass.

Alex
From 888e8fd56788bcf4fc42b9d630ad1c4a01d8c9b1 Mon Sep 17 00:00:00 2001
From: Alex Deucher alexdeuc...@gmail.com
Date: Tue, 27 Oct 2009 03:50:58 -0400
Subject: [PATCH] r600: add occlusion query support

Based on initial patch from Stephan Schmid stephan_2...@gmx.de.

Basic idea is to dump the zpass count before and after and substract
to get the total number of visible fragments.  R6xx appears to
aggregate the results of all DB blocks into a single qword and works
properly on all cards I've tested on.  R7xx seems to work differently
and needs follow up.

Signed-off-by: Alex Deucher alexdeuc...@gmail.com
---
 src/mesa/drivers/dri/r600/r600_context.c  |   28 --
 src/mesa/drivers/dri/r600/r700_chip.c |   50 +
 src/mesa/drivers/dri/r600/r700_state.c|1 +
 src/mesa/drivers/dri/radeon/radeon_queryobj.c |   28 +++---
 4 files changed, 97 insertions(+), 10 deletions(-)

diff --git a/src/mesa/drivers/dri/r600/r600_context.c b/src/mesa/drivers/dri/r600/r600_context.c
index c1bf76d..6fe2926 100644
--- a/src/mesa/drivers/dri/r600/r600_context.c
+++ b/src/mesa/drivers/dri/r600/r600_context.c
@@ -64,6 +64,7 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 #include r600_cmdbuf.h
 #include r600_emit.h
 #include radeon_bocs_wrapper.h
+#include radeon_queryobj.h
 
 #include r700_state.h
 #include r700_ioctl.h
@@ -73,11 +74,8 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 #include utils.h
 #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;
-
 #define need_GL_VERSION_2_0
+#define need_GL_ARB_occlusion_query
 #define need_GL_ARB_point_parameters
 #define need_GL_ARB_vertex_program
 #define need_GL_EXT_blend_equation_separate
@@ -98,6 +96,7 @@ static const struct dri_extension card_extensions[] = {
   /* *INDENT-OFF* */
   {GL_ARB_depth_texture,		NULL},
   {GL_ARB_fragment_program,		NULL},
+  {GL_ARB_occlusion_query,GL_ARB_occlusion_query_functions},
   {GL_ARB_multitexture,		NULL},
   {GL_ARB_point_parameters,		GL_ARB_point_parameters_functions},
   {GL_ARB_shadow,			NULL},
@@ -204,6 +203,25 @@ static void r600_fallback(GLcontext *ctx, GLuint bit, GLboolean mode)
 		context-radeon.Fallback = ~bit;
 }
 
+static void r600_emit_query_finish(radeonContextPtr radeon)
+{
+	context_t *context = (context_t*) radeon;
+	BATCH_LOCALS(context-radeon);
+
+	struct radeon_query_object *query = radeon-query.current;
+
+	BEGIN_BATCH_NO_AUTOSTATE(4 + 2);
+	R600_OUT_BATCH(CP_PACKET3(R600_IT_EVENT_WRITE, 2));
+	R600_OUT_BATCH(ZPASS_DONE);
+	R600_OUT_BATCH(query-curr_offset); /* hw writes qwords */
+	R600_OUT_BATCH(0x);
+	R600_OUT_BATCH_RELOC(VGT_EVENT_INITIATOR, query-bo, 0, 0, RADEON_GEM_DOMAIN_GTT, 0);
+	END_BATCH();
+	query-curr_offset += 8 * sizeof(uint64_t);
+	assert(query-curr_offset  RADEON_QUERY_PAGE_SIZE);
+	query-emitted_begin = GL_FALSE;
+}
+
 static void r600_init_vtbl(radeonContextPtr radeon)
 {
 	radeon-vtbl.get_lock = r600_get_lock

Re: [Mesa3d-dev] texformat-rework branch

2009-10-27 Thread Alex Deucher
On Mon, Oct 26, 2009 at 3:06 PM, Brian Paul bri...@vmware.com wrote:
 Alex Deucher wrote:

 On Fri, Oct 23, 2009 at 5:23 PM, Brian Paul bri...@vmware.com wrote:

 Alex, Nicolai,

 Would you guys please test the texformat-rework branch again?

 If it looks OK, I'd like to merge to master soon, but probably not until
 next week.

 Most apps assert:
 radeon_create_renderbuffer: Unknown format 0x001b
 glxgears: main/renderbuffer.c:1981: _mesa_add_renderbuffer: Assertion
 `rb' failed.

 Here's a patch to try.

That seems to fix it.

Alex


 -Brian


 diff --git a/src/mesa/drivers/dri/radeon/radeon_fbo.c
 b/src/mesa/drivers/dri/radeon/radeon_fbo.c
 index 4084682..fc0d312 100644
 --- a/src/mesa/drivers/dri/radeon/radeon_fbo.c
 +++ b/src/mesa/drivers/dri/radeon/radeon_fbo.c
 @@ -280,12 +280,17 @@ radeon_create_renderbuffer(gl_format format,
 __DRIdrawablePrivate *driDrawPriv)
            rrb-base.DataType = GL_UNSIGNED_SHORT;
             rrb-base._BaseFormat = GL_DEPTH_COMPONENT;
            break;
 +       case MESA_FORMAT_X8_Z24:
 +           rrb-base.DataType = GL_UNSIGNED_INT;
 +            rrb-base._BaseFormat = GL_DEPTH_COMPONENT;
 +           break;
        case MESA_FORMAT_S8_Z24:
            rrb-base.DataType = GL_UNSIGNED_INT_24_8_EXT;
             rrb-base._BaseFormat = GL_DEPTH_STENCIL;
            break;
        default:
 -           fprintf(stderr, %s: Unknown format 0x%04x\n, __FUNCTION__,
 format);
 +           fprintf(stderr, %s: Unknown format %s\n,
 +                    __FUNCTION__, _mesa_get_format_name(format));
            _mesa_delete_renderbuffer(rrb-base);
            return NULL;
     }



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Re: [Mesa3d-dev] texformat-rework branch

2009-10-26 Thread Alex Deucher
On Fri, Oct 23, 2009 at 5:23 PM, Brian Paul bri...@vmware.com wrote:
 Alex, Nicolai,

 Would you guys please test the texformat-rework branch again?

 If it looks OK, I'd like to merge to master soon, but probably not until
 next week.

Most apps assert:
radeon_create_renderbuffer: Unknown format 0x001b
glxgears: main/renderbuffer.c:1981: _mesa_add_renderbuffer: Assertion
`rb' failed.

Alex

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Re: [Mesa3d-dev] r600: implement ARB_occlusion_query

2009-10-26 Thread Alex Deucher
On Mon, Oct 26, 2009 at 4:55 AM, Stephan Schmid stephan_2...@gmx.de wrote:
 This implements GL_ARB_occlusion_query for RV610
 Currently it results in a huge performance gain in games that take advantage 
 of
 ARB_oq such as sauerbraten (cube2).
 issues:
 - this was tested so far only on RV610. I figured out that the RV610 writes 
 one
  single uint64_t value when triggering the zpass write event. The specs aren't
  too clear about what exactly is written.
  It might be that there are multiple zpass counters on chip and that r6xx/r7xx
  chips write one uint64_t per counter (just as the r300 do it). In this case 
 the
  RV610 would write only one value because it's one of the smallest chips in 
 the
  family so it's got only one counter.
  If my assumtion were true it would be necessary to use n*sizeof(uint64_t) in
  r600_emit_query_finish as offset (n = number of counters/values written) and
  to consider the additional values in radeonQueryGetResult when computing the
  result of the query.
  It would be interesting to know what the other r6xx/r7xx write on 
 zpass-write event
  to support them as well.

Stephan,

   Nice work!  The zpass stuff is per DB just like the older chips, so
you'll need to allocate enough memory to support two qwords for each
DB.  The number of DBs depends on the asic.  We'll probably need a drm
query similar to what we do for r300.  I'm working on a cleaned up
version of your mesa patch and a drm patch to return the number of RBs
like we do for r300.

Alex

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Re: [Mesa3d-dev] Blit support for r300

2009-10-23 Thread Alex Deucher
On Fri, Oct 23, 2009 at 2:37 AM, Maciej Cencora m.cenc...@gmail.com wrote:
 Hi,

 as you may already know r300 classic driver is in pretty good shape these
 days, but there's one thing that causes major slowdowns in many games: lack of
 hardware accelerated blit operation.
 Currently all glCopyTex[Sub]Image operations are done through span functions
 which is slow as hell.
 We could use the hw blitter unit, but using it causes stalls because of the
 2D/3D mode switch.
 I was wondering how this could be fixed and I got this crazy idea of porting
 the everything-is-texture concept from gallium to classic mesa. Actually not
 all of it, just the pieces that make the renderbuffers look like textures for
 the driver.

Shouldn't be too hard to implement using the 3D engine.  We could
write a generic radeon_blit.c modules and then add asic specific
functions to the vtbl to actually do the blit.  The 3D engine will
also get better memory throughput on newer chips than the 2D engine,
so that's another advantage.

Alex

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Re: [Mesa3d-dev] texformat-rework branch

2009-10-22 Thread Alex Deucher
On Thu, Oct 22, 2009 at 11:40 AM, Brian Paul bri...@vmware.com wrote:
 Nicolai,

 I made some changes on the texformat-rework branch last night.  Could
 you re-test?  There may still be issues but I'll work with you to fix
 them.


I did a quick test of the branch on r600.  openarena works ok.
However demos/teapot, rain, engine, and tests/zcomp, zdrawpix,
zreaddraw all segfault with the following:

GL_VERSION = 1.4 Mesa 7.7-devel
GL_RENDERER = Mesa DRI R600 (RS780 9610) 20090101  TCL DRI2
radeonSetSpanFunctions: bad format: 0x0003
radeonSetSpanFunctions: bad format: 0x0003
radeonSetSpanFunctions: bad format: 0x001C
Segmentation fault

Alex

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Re: [Mesa3d-dev] texformat-rework branch

2009-10-22 Thread Alex Deucher
On Thu, Oct 22, 2009 at 1:31 PM, Brian Paul bri...@vmware.com wrote:
 Alex Deucher wrote:

 On Thu, Oct 22, 2009 at 11:40 AM, Brian Paul bri...@vmware.com wrote:

 Nicolai,

 I made some changes on the texformat-rework branch last night.  Could
 you re-test?  There may still be issues but I'll work with you to fix
 them.


 I did a quick test of the branch on r600.  openarena works ok.
 However demos/teapot, rain, engine, and tests/zcomp, zdrawpix,
 zreaddraw all segfault with the following:

 GL_VERSION = 1.4 Mesa 7.7-devel
 GL_RENDERER = Mesa DRI R600 (RS780 9610) 20090101  TCL DRI2
 radeonSetSpanFunctions: bad format: 0x0003
 radeonSetSpanFunctions: bad format: 0x0003
 radeonSetSpanFunctions: bad format: 0x001C
 Segmentation fault

 Does the attached patch help?

Yes, that fixes the segfaults.  The tests/z* tests fail to render
correctly though.  r600 span code probably needs to be changed to deal
with the new depth format changes.

Alex


 -Brian


 diff --git a/src/mesa/drivers/dri/radeon/radeon_fbo.c
 b/src/mesa/drivers/dri/radeon/radeon_fbo.c
 index 21007d8..096ded2 100644
 --- a/src/mesa/drivers/dri/radeon/radeon_fbo.c
 +++ b/src/mesa/drivers/dri/radeon/radeon_fbo.c
 @@ -280,14 +280,14 @@ radeon_create_renderbuffer(GLenum format,
 __DRIdrawablePrivate *driDrawPriv)
             rrb-base._BaseFormat = GL_DEPTH_COMPONENT;
            break;
        case GL_DEPTH_COMPONENT24:
 -           rrb-base.Format = MESA_FORMAT_Z32;
 -           rrb-base.DataType = GL_UNSIGNED_INT;
 -            rrb-base._BaseFormat = GL_DEPTH_COMPONENT;
 +           rrb-base.Format = MESA_FORMAT_S8_Z24;
 +           rrb-base.DataType = GL_UNSIGNED_INT_24_8_EXT;
 +            rrb-base._BaseFormat = GL_DEPTH_STENCIL;
            break;
        case GL_DEPTH24_STENCIL8_EXT:
            rrb-base.Format = MESA_FORMAT_S8_Z24;
            rrb-base.DataType = GL_UNSIGNED_INT_24_8_EXT;
 -            rrb-base._BaseFormat = GL_STENCIL_INDEX;
 +            rrb-base._BaseFormat = GL_DEPTH_STENCIL;
            break;
        default:
            fprintf(stderr, %s: Unknown format 0x%04x\n, __FUNCTION__,
 format);
 diff --git a/src/mesa/drivers/dri/radeon/radeon_span.c
 b/src/mesa/drivers/dri/radeon/radeon_span.c
 index 9cdcde1..2add8c3 100644
 --- a/src/mesa/drivers/dri/radeon/radeon_span.c
 +++ b/src/mesa/drivers/dri/radeon/radeon_span.c
 @@ -848,9 +848,9 @@ static void radeonSetSpanFunctions(struct
 radeon_renderbuffer *rrb)
  {
        if (rrb-base.Format == MESA_FORMAT_RGB565) {
                radeonInitPointers_RGB565(rrb-base);
 -       } else if (rrb-base.Format == MESA_FORMAT_RGBA) { /* XXX */
 +       } else if (rrb-base.Format == MESA_FORMAT_XRGB) {
                radeonInitPointers_xRGB(rrb-base);
 -       } else if (rrb-base.Format == MESA_FORMAT_RGBA) {
 +       } else if (rrb-base.Format == MESA_FORMAT_ARGB) {
                radeonInitPointers_ARGB(rrb-base);
        } else if (rrb-base.Format == MESA_FORMAT_ARGB) {
                radeonInitPointers_ARGB(rrb-base);
 @@ -858,7 +858,7 @@ static void radeonSetSpanFunctions(struct
 radeon_renderbuffer *rrb)
                radeonInitPointers_ARGB1555(rrb-base);
        } else if (rrb-base.Format == MESA_FORMAT_Z16) {
                radeonInitDepthPointers_z16(rrb-base);
 -       } else if (rrb-base.Format == GL_DEPTH_COMPONENT32) { /* XXX */
 +       } else if (rrb-base.Format == MESA_FORMAT_X8_Z24) {
                radeonInitDepthPointers_z24(rrb-base);
        } else if (rrb-base.Format == MESA_FORMAT_S8_Z24) {
                radeonInitDepthPointers_s8_z24(rrb-base);



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Re: [Mesa3d-dev] texformat-rework branch

2009-10-22 Thread Alex Deucher
On Thu, Oct 22, 2009 at 2:24 PM, Brian Paul bri...@vmware.com wrote:
 Alex Deucher wrote:

 On Thu, Oct 22, 2009 at 1:31 PM, Brian Paul bri...@vmware.com wrote:

 Alex Deucher wrote:

 On Thu, Oct 22, 2009 at 11:40 AM, Brian Paul bri...@vmware.com wrote:

 Nicolai,

 I made some changes on the texformat-rework branch last night.  Could
 you re-test?  There may still be issues but I'll work with you to fix
 them.

 I did a quick test of the branch on r600.  openarena works ok.
 However demos/teapot, rain, engine, and tests/zcomp, zdrawpix,
 zreaddraw all segfault with the following:

 GL_VERSION = 1.4 Mesa 7.7-devel
 GL_RENDERER = Mesa DRI R600 (RS780 9610) 20090101  TCL DRI2
 radeonSetSpanFunctions: bad format: 0x0003
 radeonSetSpanFunctions: bad format: 0x0003
 radeonSetSpanFunctions: bad format: 0x001C
 Segmentation fault

 Does the attached patch help?

 Yes, that fixes the segfaults.

 OK, I'll commit that.  More clean-up and simplification can be done (maybe
 tonight).


 The tests/z* tests fail to render
 correctly though.  r600 span code probably needs to be changed to deal
 with the new depth format changes.

 Yes, the R600 WRITE_DEPTH() macro seems to change S8Z24 into Z24S8 (or vice
 versa).  That shouldn't be needed any more.


I've pushed a fix.  thanks,

Alex

 -Brian


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Re: [Mesa3d-dev] [RFC] gallium-blitter

2009-10-16 Thread Alex Deucher
On Thu, Oct 15, 2009 at 10:58 PM, Younes Manton youne...@gmail.com wrote:
 On Thu, Oct 15, 2009 at 8:54 PM, Corbin Simpson
 mostawesomed...@gmail.com wrote:
 URL:
 http://cgit.freedesktop.org/~csimpson/mesa/log/?h=gallium-blitter

 So, with r600g right around the corner, I'd like to do something about
 this blitter/no blitter thing.

 Just wondering, how can you get hardware clear/copy on R600 if the 3D
 engine can't sample and render to a particular format? Are you doomed
 to a software fallback for these? Hopefully no relatively common
 format is in that category.

You can always use 1 byte src/dst formats and implement memcpy using
the 3D engine.


 This patch series contains one new getparam, PIPE_CAP_BLITTER, and a
 proposed ABI change to accompany it.

 surface_copy and surface_fill are proposed to have a way of indicating
 whether or not they successfully performed the fill/blit. It is up to
 the state tracker to determine whether or not to rely on these functions.

 Issues:
 - Should surface_copy and surface_fill return boolean instead of void?
 With this patchset, they'll return FALSE if they fail, and always return
 FALSE if PIPE_CAP_BLITTER isn't set.
 - Instead, should surface_copy and surface_fill simply be allowed to be
 NULL if PIPE_CAP_BLITTER is set? State tracker could continue to assume
 that, if present, surface_copy and surface_fill behave as expected and
 never fail.

 I prefer NULL, at least you know right away if you try to call and it
 isn't available, vs forgetting to check the return value and having to
 track it down. However I think right there's a mix of both conventions
 in use right now...

 - Should clear be included with these two? I don't think any drivers are
 doing anything with clear except wiring it up to util_clear...

 Better to let them keep the option for flexibility's sake IMO,
 especially if it doesn't require much maintenance. If someone ever
 needs to do something different here it's an easy job.

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Re: [Mesa3d-dev] Initial version of GL_MESA_gpu_program3

2009-10-14 Thread Alex Deucher
On Wed, Oct 14, 2009 at 3:02 PM, Nicolai Hähnle nhaeh...@gmail.com wrote:
 Alex, I added you to the CC in case you can help clarify the points on R500
 vertex programs.

 Am Wednesday 14 October 2009 08:20:42 schrieb Ian Romanick:
  Issue 2:
  1) R500 supports unstructured branching in fragment programs but not in
  vertex programs, so I'm happy about leaving it out.

 Weird.  That's backwards from how other SM3 GPUs do it.  Usually you get
 unstructured branching in the AoS vertex shader.

 I agree. To be honest, the vertex processor documentation for R500 confuses
 the hell out of me. Somehow, the way it is written it suggests that there is a
 JUMP instruction that can only jump based on a constant register, which just
 seems extremely bizarre, but the documentation is quite consistent about it,
 because it tells us to use conditional write instructions to implement if-
 else-statements.

 Maybe there is a part which is simply missing? I also see neither JUMP nor
 LOOP opcodes anywhere, just registers describing the first and last
 instruction pointer for a loop.


It's not part of the actual shader code per se;  it's implemented in
parallel to the vertex shader and interacts with it. See the
VAP_PVS_FLOW_CNTL_* regs.  r3xx-r5xx have them so it should be
possible on all 3 generations; r5xx supports longer programs however.

Alex


  2) R500 supports address registers as described in vertex programs
  (including input/output offsets), but has no address registers at all in
  fragment programs. A loop address register can be used as offsets in
  loops, but the values loaded into this register must be determined at
  compile time.

 I had intended to move the grammar for ARL and ARR out of the generic
 GPU grammar and into the vertex program-specific grammar.  The intention
 is that LOOP/ENDLOOP is the only way to load an address register in a
 fragment program.  LOOP/ENDLOOP set the .x component and leave the other
 components undefined.  Since the ENDLOOP restores the previous value
 of the address register, the last ENDLOOP restores garbage.  My
 intention was to provide consistent syntactic sugar over the constrained
 functionality of the loop index.

 Sounds good.

 snip
  I think we can do everything you throw at us on R500. The only difficulty
  is that R500 is a bit schizophrenic in that vertex programs are very
  different from fragment programs, but we can emulate things. The only
  stupid weakness is that swizzling predicates in fragment programs is
  essentially impossible (the only natively supported swizzles are .rgba
  and the smears ., ., ., .). Obviously we can emulate
  this.

 How painful would it be to emulate?  We could restrict the set of
 available predicate swizzles.  I think this matches D3D, so it shouldn't
 be a problem for Wine.

 I'd always be happier if I didn't have to do it, but it's certainly easier
 than what we're already doing for R300 fragment programs anyway. The question
 is whether you want to add a fragment-program-only restriction to the provided
 swizzles. I don't feel very strongly either way.

  Issue 11:
  R500 supposedly supports relative addressing of temporary registers in
  vertex programs, and also in fragment programs (but only using loop
  indices). I have never tested whether it actually works, though.

 This would be a good feature to have.  Would it be possible to hack up a
 test?  Do you know of any limitations?

 Will do this weekend, at least for vertex programs; I don't know of any
 limitations.

 I don't know if I'll get to hacking something up for fragment programs soon,
 because that's slightly more involved (I haven't done fragment program loops
 yet).


  Issue 13:
  Similar to issue 2, R500 fragment programs support unstructured
  everything but vertex programs don't, so not overlapping sounds good to
  me.
 
  Issue 15:
  I know R500 fragment programs can support a CONT, but I'm not so familiar
  with the R500 vertex programs, and they seem generally less flexible.

 I didn't see an explicit CONT instruction.  If there's no unstructured
 branch, there probably isn't a way to do it.

  Issue 17:
  I would *expect* negative addressing offsets to work on R500, but somehow
  I haven't been able to get them to work. I'll see if I can look into it
  again.

 No hardware that I'm aware of supports true negative offsets in the
 instructions.  This is made to work with program parameters by putting
 the base of the array at a large enough positive offset to make the
 largest negative offset be zero.  For example, if the program uses
 my_array[A0.x - 10], the driver has to place my_array at parameter slot
 10 or higher.

 I see.

 I don't think we can do similar trickery for attributes and results.  I
 think we may have to leave the negative offsets just for program
 parameters and only allow positive offsets for attributes and results.
 Note that NV_gpu_program4 only allows positive offsets.  It can get away
 with this because SM4 

Re: [Mesa3d-dev] [HD3470/R600] graphics corruption, GPU lockup...

2009-09-30 Thread Alex Deucher
On Wed, Sep 30, 2009 at 10:20 AM, Daniel J Blueman
daniel.blue...@gmail.com wrote:
 When running 2.6.32-rc1 with modesetting on a HD3470/R600 GPU [1] with
 updated userland [2], I experience a GPU lockup 2-3 seconds after
 starting glxgears under compiz. We also see intermittent rendering
 buffer corruption [3] when glxgears is started, and sometimes
 corruption with text compositing in eg gnome-terminal.

 When the GPU lockup occurs, we observe Xorg is waiting for the GPU
 operation to complete [4]; DRM debug reflects this [5]. Xorg.log
 [attached] isn't telling.

 The problem isn't reproducible booting with 'nomodeset', so sounds
 like the radeon KMS init path doesn't correctly/consistently
 initialise some registers. What tools would be useful to dump the
 state, perhaps so I can perform a like for like comparison?


There may be some buffer accounting issues with draw prims under kms.
Does disabling draw prims fix the issue?  To disable the draw prims
interface, revert this patch:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=eea30906de37ea3b2f8a594c2b33b643d3dde987

Alex

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Re: [Mesa3d-dev] r600: 2 patches to correct blend functionality

2009-09-28 Thread Alex Deucher
On Mon, Sep 28, 2009 at 12:48 PM, Andre Maasikas amaasi...@gmail.com wrote:
 gets nexuiz explosions working, also correct doom3 title screen


Andre,

These look good after a quick review.  I won't be able to test or
commit them until I get back from xdc on Thursday.

Alex

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Re: [Mesa3d-dev] RFC: Proposed mesa_7_5_branch and mesa_7_6_branch freeze for release

2009-09-24 Thread Alex Deucher
On Tue, Sep 22, 2009 at 4:46 PM, Ian Romanick i...@freedesktop.org wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 I would like to open XDC by shipping Mesa 7.5.2 and 7.6.  In order to
 make that happen, I propose the following:

 - - Freeze both branches at 12:01AM PDT 9/25 (this upcoming Friday).

 - - I will tag both trees at that time.  One will get mesa_7_5_2_rc1, and
 the other will get mesa_7_6_rc1.

 - - Once those tags appear, please test whatever drivers *you* care about
 on whatever platforms *you* care about.

 - - Report any new regressions to bugzilla.  If you find something that
 you believe is an absolute show stopper, mark it as such.  We'll discuss
  whether we want to block the releases for it.

 For 7.6, I want to set the bar for blocking the release very, very high.
  At least one distro really wants to use 7.6, and their freeze is
 perilously soon.  IMO, pretty much only build failures or 7.6 make my
 computer catch on fire, but 7.5.1 does not are blockers.

 I had intended to post this RFC quite some time ago, but life issues
 outside of $JOB have distracted me for the last few weeks.  The time has
 just slipped by.  Aside from the absurdly compressed schedule, this
 seems to be what most other projects do, and I think Mesa should to.
 We've partially done this in the past, but our process could use a
 little more, well, process. :)

I've pulled in most of the r600 driver fixes from master into 7.6 and
at this point the driver is pretty solid.  The only major remaining
issue for general usage is the fact that text typed in terminals under
dri1 with GL compositers running doesn't show up for some reason.
Works fine with dri1 and copy/pasting text in the terminal also works
fine.  If anyone has any ideas it would be nice to get this fixed for
7.6.

Alex

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Re: [Mesa3d-dev] RFC: Proposed mesa_7_5_branch and mesa_7_6_branch freeze for release

2009-09-24 Thread Alex Deucher
2009/9/24 Michel Dänzer mic...@daenzer.net:
 On Thu, 2009-09-24 at 14:34 -0400, Alex Deucher wrote:
 On Thu, Sep 24, 2009 at 2:07 PM, Alex Deucher alexdeuc...@gmail.com wrote:
 
  I've pulled in most of the r600 driver fixes from master into 7.6 and
  at this point the driver is pretty solid.  The only major remaining
  issue for general usage is the fact that text typed in terminals under
  dri1 with GL compositers running doesn't show up for some reason.
  Works fine with dri1 and copy/pasting text in the terminal also works
     ^^^
 Works fine with dri2.

 What terminals is that with? Is their text rendered in hardware or
 software?

gnome-terminal here (hw accelerated), but apparently it happens
elsewhere as well.

Alex

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Re: [Mesa3d-dev] [PATCH] r600: add support for cube textures

2009-09-23 Thread Alex Deucher
On Wed, Sep 23, 2009 at 7:37 AM, Andre Maasikas amaasi...@gmail.com wrote:
 Needs quite a few extra instructions, please test/review
 if I got them all right.


Looks good thanks!

Alex

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Re: [Mesa3d-dev] Bug in Mesa3d, or something else?

2009-09-21 Thread Alex Deucher
On Mon, Sep 21, 2009 at 12:29 PM, Jeremy Murphy
jeremy.william.mur...@gmail.com wrote:
 On Tue, 22 Sep 2009 01:50:45 am Brian Paul wrote:
 Jeremy Murphy wrote:
  Hi there,
 
  I've come up against a bug, but I'm not sure if it's in Mesa or something
  else.  I was testing the example programs from OpenGL Distilled
  (http://code.google.com/p/ogld/), especially the Picking program for its
  mouse stuff.  If you don't feel like compiling it to see for yourself,
  it's just three objects that can be dragged around in the x-y plane, but
  if you drag on the background then it rotates the view.  Pretty standard
  stuff.  Works as expected on my x86 machine, but doesn't work as expected
  on my x86_64 machine where attempting to drag an object never works -- it
  always rotates the view. Object selection just isn't working.  Both
  machines are relatively identical Linux systems and both have a Radeon
  graphics card.  Does this sound like a bug in Mesa3d?  If it is, I'm
  happy to help with fixing it, but being new to the code, I'm not sure
  where to start looking.  Thanks!  Cheers.

 Does the problem occur only with hardware rendering or with software
 rendering too?

 Good question: what's the simplest way to test s/w rendering?  Is that with
 something like LIBGL_ALWAYS_INDIRECT=1?

LIBGL_ALWAYS_SOFTWARE=1

Alex

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Re: [Mesa3d-dev] Bug in Mesa3d, or something else?

2009-09-21 Thread Alex Deucher
On Mon, Sep 21, 2009 at 12:51 PM, Jeremy Murphy
jeremy.william.mur...@gmail.com wrote:
 On Tue, 22 Sep 2009 02:43:04 am Alex Deucher wrote:
 On Mon, Sep 21, 2009 at 12:29 PM, Jeremy Murphy

 jeremy.william.mur...@gmail.com wrote:
  On Tue, 22 Sep 2009 01:50:45 am Brian Paul wrote:
  Jeremy Murphy wrote:
   Hi there,
  
   I've come up against a bug, but I'm not sure if it's in Mesa or
   something else.  I was testing the example programs from OpenGL
   Distilled (http://code.google.com/p/ogld/), especially the Picking
   program for its mouse stuff.  If you don't feel like compiling it to
   see for yourself, it's just three objects that can be dragged around
   in the x-y plane, but if you drag on the background then it rotates
   the view.  Pretty standard stuff.  Works as expected on my x86
   machine, but doesn't work as expected on my x86_64 machine where
   attempting to drag an object never works -- it always rotates the
   view. Object selection just isn't working.  Both machines are
   relatively identical Linux systems and both have a Radeon graphics
   card.  Does this sound like a bug in Mesa3d?  If it is, I'm happy to
   help with fixing it, but being new to the code, I'm not sure where to
   start looking.  Thanks!  Cheers.
 
  Does the problem occur only with hardware rendering or with software
  rendering too?
 
  Good question: what's the simplest way to test s/w rendering?  Is that
  with something like LIBGL_ALWAYS_INDIRECT=1?

 LIBGL_ALWAYS_SOFTWARE=1

 What insight!  Apart from the fact that the torus does not display, it does 
 fix
 the problem with selection.  So what does that mean in terms of locating the
 bug?

Sounds like there may be issues with both the driver and core mesa.

Alex

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Re: [Mesa3d-dev] g3dvl and xvmc indention and location

2009-09-17 Thread Alex Deucher
On Thu, Sep 17, 2009 at 1:21 PM, Younes Manton youne...@gmail.com wrote:
 On Thu, Sep 17, 2009 at 12:43 PM, Zack Rusin za...@vmware.com wrote:
 Hey,

 I'm going to start adding XvMC acceleration to the Gallium's xorg state
 tracker.
 I'd like to move src/xvmc to src/gallium/state_trackers/xorg/xvmc and run the
 standard Mesa3D indent command on both g3dvl and xvmc.

 I'm by no means saying that the style in them is bad, or that any style is
 better than any other. What I am saying is that when working within a project
 that has a well defined indention (docs/devinfo.html) it's anti-social and
 difficult for everyone involved when parts of the code are using something
 completely different. It's unrealistic to expect people to keep switching
 indention that drastically when moving between files within a project. So all
 I'm asking for is some consistency which I think is going to make everything 
 a
 lot easier for all of us.

 z

 Be my guest. I wasn't aware of the indent stuff when I started,
 apologies. You might also want to move src/driclient, since it's not
 used by anyone else.

 But aside from that I'm still messing with the pipe_video_context
 stuff I proposed a while back, which carves up state_trackers/g3dvl
 pretty good and which might make what you want to do a little easier.
 At the moment it compiles and runs (no output to window, everything
 safely stubbed, slowly porting over what used to be the state tracker
 into aux libs), if you have any interest. Maybe I can put it somewhere
 so people can comment on the interface and auxiliaries if nothing
 else.

Also, Cooper has been working xvmc using g3dvl as well and has it
working with softpipe on radeon hardware.

Alex

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Re: [Mesa3d-dev] More on Mesa branching / bug-fix model

2009-09-16 Thread Alex Deucher
On Wed, Sep 16, 2009 at 3:11 PM, Keith Whitwell kei...@vmware.com wrote:
 On Wed, 2009-09-16 at 11:54 -0700, Alex Deucher wrote:
 On Tue, Sep 15, 2009 at 5:25 PM, Brian Paul bri...@vmware.com wrote:
  Alex Deucher wrote:
 
  On Sun, Sep 13, 2009 at 4:21 AM, Ian Romanick i...@freedesktop.org 
  wrote:
 
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
 
  Brian Paul wrote:
 
  The main problem right now is we have 3 active branches (master, 7.6
  and 7.5) and it can be confusing.  I wasn't really planning on another
  7.5.x release until Eric cherry-picked a bunch of changes to it.  I'm
  still not sure I'll release 7.5.2 in any case.
 
  Ian, I'd be happy to see the 7.6 release made at any time.  At that
  time, I'm inclined to abandon the 7.5 branch.  Then we'll just have
  master and one branch to think about.  That's pretty easy.
 
  That sounds good.  How about if we release 7.6 and 7.5.2
  simultaneously at XDC.  There are a couple bugs that I want to fix
  before 7.6 ships, and I think Eric has a couple as well.  He's going to
  be out next week, so I want to give him a chance to wrap things up.  I
  expect progress to be slowed during the week of LPC. :)
 
  There have been a bunch of r600 fixes to master since 7.6 was
  branched.  If I move new r600 devel to the 7.6 branch, what's the
  preferred way to pull the previous r600 changes in master over to the
  7.6 branch?
 
  Cherry picking should work.
 
  But remember that new development should occur on master while bug fixes
  should go on the 7.6 or 7.5 branches.  I guess in some cases bug fixing
  looks like new development...

 It's tough with r600 since it's a new driver the line between bug
 fixes and new features is pretty hazy.

 Has r600 reached the level of being a supported/stable release?  If the
 line is hazy, then I would say it hasn't and you're really still in a
 development cycle, in which case master is still the place where that
 happens.

I guess the question is that the current r600 code in the 7.6 branch
is much less stable than the code in master.  But for 7.6 I guess we
can just say r600 isn't stable yet and not built it by default.

Alex

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Re: [Mesa3d-dev] More on Mesa branching / bug-fix model

2009-09-15 Thread Alex Deucher
On Sun, Sep 13, 2009 at 4:21 AM, Ian Romanick i...@freedesktop.org wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Brian Paul wrote:

 The main problem right now is we have 3 active branches (master, 7.6
 and 7.5) and it can be confusing.  I wasn't really planning on another
 7.5.x release until Eric cherry-picked a bunch of changes to it.  I'm
 still not sure I'll release 7.5.2 in any case.

 Ian, I'd be happy to see the 7.6 release made at any time.  At that
 time, I'm inclined to abandon the 7.5 branch.  Then we'll just have
 master and one branch to think about.  That's pretty easy.

 That sounds good.  How about if we release 7.6 and 7.5.2
 simultaneously at XDC.  There are a couple bugs that I want to fix
 before 7.6 ships, and I think Eric has a couple as well.  He's going to
 be out next week, so I want to give him a chance to wrap things up.  I
 expect progress to be slowed during the week of LPC. :)

There have been a bunch of r600 fixes to master since 7.6 was
branched.  If I move new r600 devel to the 7.6 branch, what's the
preferred way to pull the previous r600 changes in master over to the
7.6 branch?

Alex

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Re: [Mesa3d-dev] Mesa 7.6 branch coming

2009-09-04 Thread Alex Deucher
On Fri, Sep 4, 2009 at 1:53 PM, Corbin Simpsonmostawesomed...@gmail.com wrote:
 On 09/03/2009 03:57 PM, Alex Deucher wrote:
 On Thu, Sep 3, 2009 at 6:51 PM, Dave Airlieairl...@linux.ie wrote:
 I've been holding off, its the problem with merging code from 3 drivers
 with different white space into one set of common code, you get bits
 of the style of all 3 drivers.

 heh, 4 now and r600 is especially messy.

 Are you exempting r300g because it has a strict 4-spaces-to-the-tab
 rule, or because it's not a real driver? :3

It doesn't share as much common code, but mostly, I didn't think of it.

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Re: [Mesa3d-dev] Mesa 7.6 branch coming

2009-09-03 Thread Alex Deucher
On Thu, Sep 3, 2009 at 6:51 PM, Dave Airlieairl...@linux.ie wrote:

 Funny you should mention whitespace.  I've been looking at the radeon
 code a bit lately.  What a mess.  Within a single source file I've
 seen 3 different levels of indentation (3/4 space and 8-space tabs).
 I'd be happy to see the whole thing run through 'indent'.

 I've been holding off, its the problem with merging code from 3 drivers
 with different white space into one set of common code, you get bits
 of the style of all 3 drivers.

heh, 4 now and r600 is especially messy.

Alex

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[Mesa3d-dev] mesa: fix saturation logic in emit_texenv()

2009-09-02 Thread Alex Deucher
This commit seems to break redbook texbind and texsub on r600:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=956e6c3978abe918348377cf05e5c92971e50d3f

Has anyone else had any problems with these apps on other hardware?

Thanks,

Alex

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Re: [Mesa3d-dev] [PATCH 0/4] RESEND: Fix races in glapi

2009-08-24 Thread Alex Deucher
On Mon, Aug 24, 2009 at 1:48 PM, Brian Paulbri...@vmware.com wrote:
 Chia-I Wu wrote:
 Hi,

 This patch series was sent about 1 month ago.  It went through several
 iterations, and should have resolved all concerns.  The patches were
 scattered in that thread.

 This mail resends the series, with updated commit logs.  It fixes random
 crashes at initialization time in progs/xdemos/glthreads and
 progs/egl/xeglthreads.

 Committed.  Thanks.

FWIW, 17090cf3efb0db8fa01b502a9c0df27cbd1a67da prevents you from using
3d drivers without rebuilding the xserver.

Alex

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Re: [Mesa3d-dev] radeon: Optimise dma buffer handling.

2009-08-18 Thread Alex Deucher
On Tue, Aug 18, 2009 at 1:04 PM, Pauli Nieminensuok...@gmail.com wrote:
 There has been some updates to master branch again which conflict with these
 patches so here is updated versions.


These looks good and fix the geometry corruption issues on r6xx/r7xx.
I've gone ahead and pushed them.  As you mentioned we still seem to be
leaking some bo's in the r600 driver, but things are much better and
should be easier to track down.  Thanks!

Alex

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Re: [Mesa3d-dev] [PATCH] r300: Movde debug output from stdout to stderr in copiler.

2009-08-18 Thread Alex Deucher
On Fri, Aug 14, 2009 at 7:55 AM, Pauli Nieminensuok...@gmail.com wrote:
 Signed-off-by: Pauli Nieminen suok...@gmail.com

Pushed.  thanks!

 ---
  .../drivers/dri/r300/compiler/r3xx_vertprog_dump.c |   16 
  1 files changed, 8 insertions(+), 8 deletions(-)

 diff --git a/src/mesa/drivers/dri/r300/compiler/r3xx_vertprog_dump.c 
 b/src/mesa/drivers/dri/r300/compiler/r3xx_vertprog_dump.c
 index 39cc695..980ef3e 100644
 --- a/src/mesa/drivers/dri/r300/compiler/r3xx_vertprog_dump.c
 +++ b/src/mesa/drivers/dri/r300/compiler/r3xx_vertprog_dump.c
 @@ -128,24 +128,24 @@ static char* r300_vs_swiz_debug[] = {

  static void r300_vs_op_dump(uint32_t op)
  {
 -       printf( dst: %d%s op: ,
 +       fprintf(stderr,  dst: %d%s op: ,
                        (op  13)  0x7f, r300_vs_dst_debug[(op  8)  0x7]);
        if (op  0x80) {
                if (op  0x1) {
 -                       printf(PVS_MACRO_OP_2CLK_M2X_ADD\n);
 +                       fprintf(stderr, PVS_MACRO_OP_2CLK_M2X_ADD\n);
                } else {
 -                       printf(   PVS_MACRO_OP_2CLK_MADD\n);
 +                       fprintf(stderr,    PVS_MACRO_OP_2CLK_MADD\n);
                }
        } else if (op  0x40) {
 -               printf(%s\n, r300_vs_me_ops[op  0x1f]);
 +               fprintf(stderr, %s\n, r300_vs_me_ops[op  0x1f]);
        } else {
 -               printf(%s\n, r300_vs_ve_ops[op  0x1f]);
 +               fprintf(stderr, %s\n, r300_vs_ve_ops[op  0x1f]);
        }
  }

  static void r300_vs_src_dump(uint32_t src)
  {
 -       printf( reg: %d%s swiz: %s%s/%s%s/%s%s/%s%s\n,
 +       fprintf(stderr,  reg: %d%s swiz: %s%s/%s%s/%s%s/%s%s\n,
                        (src  5)  0x7f, r300_vs_src_debug[src  0x3],
                        src  (1  25) ? - :  ,
                        r300_vs_swiz_debug[(src  13)  0x7],
 @@ -166,11 +166,11 @@ void r300_vertex_program_dump(struct 
 r300_vertex_program_code * vs)
                unsigned offset = i*4;
                unsigned src;

 -               printf(%d: op: 0x%08x, i, vs-body.d[offset]);
 +               fprintf(stderr, %d: op: 0x%08x, i, vs-body.d[offset]);
                r300_vs_op_dump(vs-body.d[offset]);

                for(src = 0; src  3; ++src) {
 -                       printf( src%i: 0x%08x, src, 
 vs-body.d[offset+1+src]);
 +                       fprintf(stderr,  src%i: 0x%08x, src, 
 vs-body.d[offset+1+src]);
                        r300_vs_src_dump(vs-body.d[offset+1+src]);
                }
        }
 --
 1.6.3.3


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Re: [Mesa3d-dev] Blender: problem with offset menus on ATI R200/R300

2009-08-14 Thread Alex Deucher
On Fri, Aug 14, 2009 at 4:44 AM, Terry Barnabyter...@beam.ltd.uk wrote:
 I am using the latest drm/xf86-video-ati/mesa code from git on a Fedora 11 
 base
 platform. There was a problem with Blenders menu's being painted in 
 black/white,
 that has now been fixed (Thanks to whoever !). However, there is still an 
 issue
 where the menus and buttons are displayed offset about 20 pixels above and a 
 few
 pixels to the left of where they should be (Bug 23232).
 This happens when DRI2 is used. If nomodeset is used on the kernel command
 line this appear sto make the system use DRI and the menus are Ok. There are
 other issues with DRI however (2D pixel artifacts and very slow blender 3D
 operation (software renderer is faster !)).

 Any ideas on where to look for this bug ?

What xserver are you using?  IIRC, front buffer rendering was broken
in some versions.  you may be hitting that.

 Is there a way to switch between using DRI2 and DRI1 at run time ?

Yes, switch on/off KMS.  Reload the radeon drm module with modeset=1
or modeset=0 to switch.

Alex

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Re: [Mesa3d-dev] Blender: problem with offset menus on ATI R200/R300

2009-08-14 Thread Alex Deucher
On Fri, Aug 14, 2009 at 11:29 AM, Terry Barnabyter...@beam.ltd.uk wrote:
 On 08/14/2009 03:56 PM, Alex Deucher wrote:

 On Fri, Aug 14, 2009 at 4:44 AM, Terry Barnabyter...@beam.ltd.uk  wrote:

 I am using the latest drm/xf86-video-ati/mesa code from git on a Fedora
 11 base
 platform. There was a problem with Blenders menu's being painted in
 black/white,
 that has now been fixed (Thanks to whoever !). However, there is still an
 issue
 where the menus and buttons are displayed offset about 20 pixels above
 and a few
 pixels to the left of where they should be (Bug 23232).
 This happens when DRI2 is used. If nomodeset is used on the kernel
 command
 line this appear sto make the system use DRI and the menus are Ok. There
 are
 other issues with DRI however (2D pixel artifacts and very slow blender
 3D
 operation (software renderer is faster !)).

 Any ideas on where to look for this bug ?

 What xserver are you using?  IIRC, front buffer rendering was broken
 in some versions.  you may be hitting that.

 Is there a way to switch between using DRI2 and DRI1 at run time ?

 Yes, switch on/off KMS.  Reload the radeon drm module with modeset=1
 or modeset=0 to switch.

 Alex

 Thanks for the reply: I am using the stock Fedora 11 X-Server.
 This is XOrg Version: 1.6.1.901. Any idea which versions had
 broken front buffer rendering ?


I'm pretty sure the fixes are not in F11.

Alex

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Re: [Mesa3d-dev] [PATCH] radeon: Add protection against recursive DRM locking.

2009-08-02 Thread Alex Deucher
On Sun, Aug 2, 2009 at 12:16 PM, Pauli Nieminensuok...@gmail.com wrote:
 Sorry for leaving bad patch just before leaving for weekend trip. I have now
 fixed that bugs that I created when trying to change logic in hurry.


Unforunately, running any 3d app with this patch seems to hang the gpu.

Alex

 On Fri, Jul 31, 2009 at 6:44 PM, Alex Deucher alexdeuc...@gmail.com wrote:

 On Fri, Jul 31, 2009 at 7:18 AM, Pauli Nieminensuok...@gmail.com wrote:
  Hi.
 
  Some clean up to code so it is better thread safety even tough it is not
  100% without locking or atomic operations. (Now it works same way as
  intel
  does recursion prevention)
  Another adittion is to make debug output to check if DEBUG_SANITY is
  set.
  Whole lock debugging is compiled out if there is NDEBUG set so there
  wouldn't be need of passing debug parameters in release version.

 Can you fix this up?  It's broken at the moment.

 Alex



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Re: [Mesa3d-dev] [PATCH] radeon: Add protection against recursive DRM locking.

2009-08-02 Thread Alex Deucher
On Sun, Aug 2, 2009 at 1:58 PM, Pauli Nieminensuok...@gmail.com wrote:
 yes. It was missing the fix because of no git add before git commit --amend.


Looks like you attached the same patch :)

 On Sun, Aug 2, 2009 at 8:35 PM, Alex Deucher alexdeuc...@gmail.com wrote:

 On Sun, Aug 2, 2009 at 12:16 PM, Pauli Nieminensuok...@gmail.com wrote:
  Sorry for leaving bad patch just before leaving for weekend trip. I have
  now
  fixed that bugs that I created when trying to change logic in hurry.
 

 Unforunately, running any 3d app with this patch seems to hang the gpu.

 Alex

  On Fri, Jul 31, 2009 at 6:44 PM, Alex Deucher alexdeuc...@gmail.com
  wrote:
 
  On Fri, Jul 31, 2009 at 7:18 AM, Pauli Nieminensuok...@gmail.com
  wrote:
   Hi.
  
   Some clean up to code so it is better thread safety even tough it is
   not
   100% without locking or atomic operations. (Now it works same way as
   intel
   does recursion prevention)
   Another adittion is to make debug output to check if DEBUG_SANITY is
   set.
   Whole lock debugging is compiled out if there is NDEBUG set so there
   wouldn't be need of passing debug parameters in release version.
 
  Can you fix this up?  It's broken at the moment.
 
  Alex
 
 



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Re: [Mesa3d-dev] [PATCH] radeon: Add protection against recursive DRM locking.

2009-07-31 Thread Alex Deucher
On Fri, Jul 31, 2009 at 7:18 AM, Pauli Nieminensuok...@gmail.com wrote:
 Hi.

 Some clean up to code so it is better thread safety even tough it is not
 100% without locking or atomic operations. (Now it works same way as intel
 does recursion prevention)
 Another adittion is to make debug output to check if DEBUG_SANITY is set.
 Whole lock debugging is compiled out if there is NDEBUG set so there
 wouldn't be need of passing debug parameters in release version.

Can you fix this up?  It's broken at the moment.

Alex

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Re: [Mesa3d-dev] [PATCH] radeon: Add r6xx/r7xx chip family to get_chip_family_name

2009-07-27 Thread Alex Deucher
On Mon, Jul 27, 2009 at 10:13 AM, Pauli Nieminensuok...@gmail.com wrote:
 This fixes problem that glxinfo was reporting r600+ cards as unknown.

pushed, thanks!

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Re: [Mesa3d-dev] mesa r6xx-rewrite git is missing a file?

2009-07-22 Thread Alex Deucher
On Wed, Jul 22, 2009 at 11:52 AM, e...@cs.bgu.ac.ile...@cs.bgu.ac.il wrote:

 hello. I've want to test the r6xx-rewrite mesa, I've got the code from git 
 and I'm trying to compile it, the compilation fails at one stage when the 
 file eglcurrent.c is said to be missing, no reference to the file was found 
 in regards to the r6xx-rewrite so I'm guessing it isn't suppose to be in it, 
 here is the error snip:

The r6xx-rewrite branch was merged to master a few days ago.  The
r6xx-rewrite branch should be considered dead now.  Use master
instead.

Alex

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Re: [Mesa3d-dev] build failure in current r6xx-rewrite branch

2009-07-17 Thread Alex Deucher
On Fri, Jul 17, 2009 at 7:09 PM, Radu Beneakitanat...@gmail.com wrote:
 gmake[3]: Entering directory `/root/build/mesa/src/egl/main'
 Makefile:87: depend: No such file or directory
 gmake[3]: *** No rule to make target `eglcurrent.c', needed by `depend'.
 Stop.

Fixed in mesa master.  r6xx/r7xx development has moved to mesa master
now.  You can workaround it in the old branch by disabling egl when
you run configure (--disable-egl).

Alex

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Re: [Mesa3d-dev] Another round of patches for r300

2009-05-16 Thread Alex Deucher
On Thu, May 14, 2009 at 4:03 PM, Maciej Cencora m.cenc...@gmail.com wrote:
 Dnia czwartek, 14 maja 2009 o 03:09:41 Maciej Cencora napisał(a):
 Hi,

 this patch-set isn't yet ready for being committed, but it's near.
 What's inside:
 1) fallback handling has been rewritten to work with SWTCL

 I created r300Fallback function (based on the one in r200 driver) and call
 it every time there's suspicion that we may be need to fall-back to
 software. In r300Fallback function we check if we're going to switch
 between SW and HW rasterization - if so we plug appropriate Render
 functions (_swsetup_Wakeup to plug software rasterizer functions). It
 worked for HW TCL because we have never plugged our Render functions like
 we do for SW TCL in r300InitSwtcl.

 2) cleanup, cleanup, cleanup and some more cleanup :)

 The 10th patch is a little big, so probably you will want me to split it,
 right?

 Currently I've tested every patch with glxgears and sauerbraten - I'm
 running some piglit tests right now.

 Please test, review and comment.

 Regards,
 Maciej Cencora

 I'm sending updated patch-set. It should be ready to commit now. Changes:
 - removed RADEON_SWTCL and RADEON_CONFORMANCE_MODE according to Michel Daenzer
 suggestion,
 - renamed r300Fallback to r300SwitchFallback according to Philipp Klaus Krause
 suggestion,
 - removed unused r300_context.options.def_max_insotropy field,
 - removed WIP comments,
 - minor code movement (options-hw_tcl_enabled is initialized fully in
 r300ParseOptions),
 - new patch that fixes LIT 0^0 case in vertex shaders (fixes glean/vertProg1
 test). It lengthens the LIT code by 4 instructions (MUL, SLT, SGE and MAD) and
 uses two temporaries. I'm wondering if I shouldn't enable the new behavior
 only in conformance mode. What do you think?

Pushed 1-10 as discussed on IRC.

Alex

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Re: [Mesa3d-dev] Another round of patches for r300

2009-05-15 Thread Alex Deucher
On Thu, May 14, 2009 at 4:03 PM, Maciej Cencora m.cenc...@gmail.com wrote:
 Dnia czwartek, 14 maja 2009 o 03:09:41 Maciej Cencora napisał(a):
 Hi,

 this patch-set isn't yet ready for being committed, but it's near.
 What's inside:
 1) fallback handling has been rewritten to work with SWTCL

 I created r300Fallback function (based on the one in r200 driver) and call
 it every time there's suspicion that we may be need to fall-back to
 software. In r300Fallback function we check if we're going to switch
 between SW and HW rasterization - if so we plug appropriate Render
 functions (_swsetup_Wakeup to plug software rasterizer functions). It
 worked for HW TCL because we have never plugged our Render functions like
 we do for SW TCL in r300InitSwtcl.

 2) cleanup, cleanup, cleanup and some more cleanup :)

 The 10th patch is a little big, so probably you will want me to split it,
 right?

 Currently I've tested every patch with glxgears and sauerbraten - I'm
 running some piglit tests right now.

 Please test, review and comment.

 Regards,
 Maciej Cencora

 I'm sending updated patch-set. It should be ready to commit now. Changes:
 - removed RADEON_SWTCL and RADEON_CONFORMANCE_MODE according to Michel Daenzer
 suggestion,
 - renamed r300Fallback to r300SwitchFallback according to Philipp Klaus Krause
 suggestion,
 - removed unused r300_context.options.def_max_insotropy field,
 - removed WIP comments,
 - minor code movement (options-hw_tcl_enabled is initialized fully in
 r300ParseOptions),
 - new patch that fixes LIT 0^0 case in vertex shaders (fixes glean/vertProg1
 test). It lengthens the LIT code by 4 instructions (MUL, SLT, SGE and MAD) and
 uses two temporaries. I'm wondering if I shouldn't enable the new behavior
 only in conformance mode. What do you think?

 I tested whole patch-set with piglit and it shows no regressions.

Unless there are any objections, I'll just apply them as is for now.
We can always change the LIT case later if need be.

Alex

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Re: [Mesa3d-dev] More radeon-rewrite patches

2009-05-07 Thread Alex Deucher
On Thu, May 7, 2009 at 12:03 PM, Maciej Cencora m.cenc...@gmail.com wrote:
 Hi,

 two cleanup patches and one bug fix this time.
 Any comments?

Pushed.  BTW, you really should get an account so you can push this
stuff yourself :)

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Re: [Mesa3d-dev] One patch for radeon-rewrite branch

2009-05-04 Thread Alex Deucher
On Mon, May 4, 2009 at 11:15 AM, Maciej Cencora m.cenc...@gmail.com wrote:
 On sobota, 2 maja 2009 13:41:54 Maciej Cencora wrote:
 On sobota, 2 maja 2009 02:50:54 you wrote:
  On 02.05.2009 01:53, Maciej Cencora wrote:
   Hi,
  
   this simple patch fixes (for IGP chips, non IGP aren't affected):
   - 8 piglit tests: general/texgen, glean/texCube, mesa/crossbar,
   shaders/fp- kil, texturing/gen-teximage, texturing/gen-texsubimage,
   texturing/lodbias, texturing/texredefine,
   - KDE4 Kwin shadows (when desktop effects use OpenGL backend),
   - #16452 bug,
   - many others...
  
   Could anyone test it on some RS48x cards?
  
   Maciej Cencora
  
  
   ---
  -
  
   From f2c2db095fe908b428ad0dccefc39f078cccb3a6 Mon Sep 17 00:00:00 2001
   From: Maciej Cencora m.cenc...@gmail.com
   Date: Sat, 2 May 2009 01:30:23 +0200
   Subject: [PATCH] r300: set proper texture row alignment for IGP chips
  
   Looks like IGP chips require 64 byte alignment
   ---
    src/mesa/drivers/dri/radeon/radeon_mipmap_tree.c |   11 ++-
    1 files changed, 6 insertions(+), 5 deletions(-)
 
  I'm a bit sceptical that this is correct for all IGP chips, especially
  non-r300 versions. Also, note that RADEON_CHIPSET_TCL does not
  necessarily mean it's a igp, though IIRC only first gen radeons came in
  non-tcl discrete flavors.
 
  Roland

 Yes, you're right. I forgot the code is shared with r100 and r200 drivers.
 I should probably add new field to radeon_context structure (e.g.
 tex_row_align) and initialize it during context creation based on chip
 family. I think RS400, RS600, RS690 and RS740 families needs the 64 bytes
 alignment, but it would be the best if someone from AMD could confirm this.

 Maciej Cencora

 Here's updated patch based on informations from Alex Deucher.

Pushed.  Thanks.  It doesn't look like RS4xx cards need this, but I'm
attempting to get a definitive answer.

Alex

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Re: [Mesa3d-dev] More radeon-rewrite patches

2009-04-27 Thread Alex Deucher
On Mon, Apr 27, 2009 at 10:52 AM, Maciej Cencora m.cenc...@gmail.com wrote:
 Hi,

 another round of patches against radeon-rewrite branch.

 Any comments?

These look good.  The vertex shader program limits should be updated
for r5xx as well.

Alex

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Re: [Mesa3d-dev] More radeon-rewrite patches

2009-04-27 Thread Alex Deucher
On Mon, Apr 27, 2009 at 10:52 AM, Maciej Cencora m.cenc...@gmail.com wrote:
 Hi,

 another round of patches against radeon-rewrite branch.


Pushed.

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Re: [Mesa3d-dev] Another radeon-rewrite patchset

2009-04-26 Thread Alex Deucher
On Fri, Apr 24, 2009 at 12:00 PM, Maciej Cencora m.cenc...@gmail.com wrote:
 On piątek, 24 kwietnia 2009 17:00:07 Maciej Cencora wrote:
 On piątek, 24 kwietnia 2009 16:42:53 you wrote:
  Hi,
 
  among some general cleanup this patchset contains performance regression
  fix for non TCL cards, and some debugging related improvements.
  Any comments?
 
  Regards,
  Maciej Cencora

 please replace the last patch with these two. Since the patch that fixes
 perf regression we use fixed function SWTCL if possible for non TCL
 hardware, we need to add point attenuation stage.

 Maciej Cencora

 here's updated patchset. It includes the additional patch from previous email
 and also reverts part of 0007-r300-always-route-4-texcoord-components-to-
 RS.patch (alpha component of fogcoord should be 1 according to
 GL_ARB_fragment_program spec).

These patches look good to me.

Alex

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Re: [Mesa3d-dev] r300 fragment program fix

2009-04-21 Thread Alex Deucher
On Mon, Apr 20, 2009 at 8:04 PM, Maciej Cencora m.cenc...@gmail.com wrote:
 Hi,

 this patch fixes fragment programs where input modifier (negate or abs) was
 used for texture instruction - r300 hw doesn't support it, so add MOV inst
 with necessary modifiers before the tex inst.

 It fixes failing piglit/fp-kil test.

Committed.  thanks.

Alex

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Re: [Mesa3d-dev] r300 swtcl cleanup

2009-03-25 Thread Alex Deucher
On 3/25/09, Ian Romanick i...@freedesktop.org wrote:
 -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1


  Maciej Cencora wrote:
   On piątek, 20 marca 2009 21:23:45 you wrote:
   Hi,
  
   here is a simple cleanup patch for r300 dri driver. It's pretty trivial so
   I think it can be commited without a problem.
  

  Any reason why it hasn't been committed yet? Is there something wrong with
   this patch?


 Since Alex reviewed it and acked it, I'm assuming he didn't realize that
  you needed someone to commit it for you.  If you're on IRC, you might
  ping people there.  That's the usual way to unclog a stopped-up drain. :)

  In any case, I've taken care of it.

Sorry, I didn't realize it hadn't been committed yet.  Maciej, you
really should request git commit access.  Barring that, as Ian said,
ping one of us on IRC.

Alex

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Re: [Mesa3d-dev] texture tiling, sw fallbacks and bufmgrs.

2009-03-21 Thread Alex Deucher
On 3/21/09, Dave Airlie airl...@linux.ie wrote:

  Hi all,

  So I had to drop texture tiling when I did the radeon-rewrite but I'd like
  to bring them back.

  Now with traditional drivers, we have the mesa copy of the texture and the
  card copy, and we usually texture from VRAM only, so we can upload to VRAM
  and tile on the way, and if we hit a sw fallback we just use the textures
  from the mesa fallback.

  In the bufmgr world in theory we don't keep two copies of textures around,
  and on radeons we can at least enable texture tiling on GART textures. So
  if I store the texture tiled for hw use, we don't have anything like span
  access to textures from what I can see for sw use. If the texture was in
  VRAM, in theory for sw use we could use a surface, however it leave tiled
  in GART busted.

  I'm just wondering if anyone has already tackled this in any driver, and
  how this could work best. Does Gallium provide surface accessors for
  textures like spans?

  I'm sort of thinking I keep two buffers objects, one sw only and one for
  hw to use and use the GPU to blit between them when updates are needed.

Something similar could also be used for non-CPU-accessible vram.  In
the linear texture or accessible vram cases the copy would be a nop.

Alex

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Re: [Mesa3d-dev] r300 swtcl cleanup

2009-03-20 Thread Alex Deucher
On 3/20/09, Maciej Cencora m.cenc...@gmail.com wrote:
 Hi,

  here is a simple cleanup patch for r300 dri driver. It's pretty trivial so I
  think it can be commited without a problem.

Looks good to me.

Alex

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Re: [Mesa3d-dev] Mesa (master): r300-gallium: Add unaccelerated surface_copy.

2009-03-05 Thread Alex Deucher
On Thu, Mar 5, 2009 at 11:45 AM, Michel Dänzer mic...@daenzer.net wrote:
 On Thu, 2009-03-05 at 08:37 -0800, Corbin Simpson wrote:

 Okay, so the commented-out code following that fallback is the blitter
 setup. It's simple, straightforward, and clean, but it requires a
 massive flush before and after, so I probably will toss it out.

 So surface_copy will eventually be done on the 3D engine instead.

 Note that I think this won't necessarily avoid the flushes, as the
 render target will likely change before/after the surface_copy().

 This works terrifically, as long as there's no overlap between src and dest.
 As Jakob has reminded me, there's no guarantee made in Gallium regarding
 whether or not the src and dest will overlap in memory.

 The comment above util_blit_pixels_tex() says

  * Overlapping regions are acceptable.

 Although util_blit_pixels_tex may not be usable directly, if feasible I
 think it would be nice to have some kind of default surface_copy
 implementation using a textured quad, so that doesn't need to be
 re-implemented in each driver.

I agree, it would be nice to solve this once in a generic manner so we
don't have to do it again and again as more chips drop their 2D
blitters.

Alex

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Re: [Mesa3d-dev] R2xx

2008-08-26 Thread Alex Deucher
On Tue, Aug 26, 2008 at 9:48 AM,  [EMAIL PROTECTED] wrote:
 Does anyone know if the datasheets  programming guides for AMD's old R2xx
 cards have been released?  If so, where could I find them?

They are not yet available without an NDA.

Alex

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Re: [Mesa3d-dev] R2xx

2008-08-26 Thread Alex Deucher
On Tue, Aug 26, 2008 at 1:56 PM,  [EMAIL PROTECTED] wrote:
 What a shameThanks!


Pretty much everything you would need is already available in the
opensource drivers.  AMD may be able to release them without an NDA
eventually, but we are currently busy with the r6xx/r7xx doc release
which has taken longer than expected.

Alex

 Dee Sharpe


 -Original Message-
 From: Alex Deucher [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Cc: mesa3d-dev@lists.sourceforge.net; [EMAIL PROTECTED]
 Sent: Tue, 26 Aug 2008 8:54 am
 Subject: Re: [Mesa3d-dev] R2xx

 On Tue, Aug 26, 2008 at 9:48 AM,  [EMAIL PROTECTED] wrote:

 Does anyone know if the datasheets  programming guides for AMD's old R2xx

 cards have been released?  If so, where could I find them?



 They are not yet available without an NDA.



 Alex

 
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Re: [Mesa3d-dev] Yet another r300 memory management tree

2008-08-04 Thread Alex Deucher
On Mon, Aug 4, 2008 at 11:40 AM, Roland Scheidegger
[EMAIL PROTECTED] wrote:
 On 04.08.2008 15:05, Nicolai Hähnle wrote:
 Am Montag 04 August 2008 14:51:37 schrieb Roland Scheidegger:
 On 03.08.2008 00:40, Nicolai Hähnle wrote:
 Hi there,

 seeing as lacking a memory manager is a pretty frustrating state of mind,
 I thought I'd explore this area a bit.

 My goals are:
 - bring the r300_dri driver into a state that is more compatible with a
 proper in-kernel memory manager,
 - do so with as little breakage as possible, and
 - do so without changes to DRM or DDX (binary compatibility and all that)
 Basically, I want to have a development tree that is in almost-perfect
 condition almost all the time while moving towards memory management.

 My tree is here: http://cgit.freedesktop.org/~nh/mesa/ (on the master
 branch)

 Some comments about this tree:
 1. I decided not to use an approach based on dri_bufmgr_fake yet.
 Instead, I based the bufmgr on the existing r300_mem which uses the
 RADEON_ALLOC/etc. ioctls to allocate buffers for DMA.

 2. Textures are still handled in the old way - they will require
 dri_bufmgr_fake-like handling, probably more like airlied's approach.

 3. The tree contains a lot of patches to unify the way command buffer
 emits are done. Basically, I introduced macros BEGIN_BATCH/OUT_BATCH/etc.
 similar to what we have in the DRM and the DDX - hopefully, this will
 reduce confusion for new people.
 There's a new macro called COMMIT_BATCH. The idea behind this macro is
 that BEGIN_BATCH can flush the command buffer at times where we really
 don't want the command buffer to be flushed (flushing between certain
 kinds of packet3 can cause lockups, etc.). The COMMIT_BATCH indicates a
 point in time where flushing the command buffer is unproblematic, and it
 should probably be used rarely. Together with r300EnsureCmdBufSpace
 there's a chance that it'll yield good results.

 4. dri_bufmgr-API #1: Allocating space for the command buffer via
 DRM_RADEON_ALLOC would be kind of silly, but the command buffer has to be
 a dri_bo. So I overloaded the flags parameter of the dri_bo_alloc call
 to tell the bufmgr what kind of memory the caller wants.

 5. dri_bufmgr-API #2: Radeon hardware has some very weird relocation
 requirements. So far, the only one I've dealt with is that the blitter
 command contains a dword which combines a buffer offset with a buffer
 pitch. I've overloaded the emit_reloc flags parameter to tell the
 bufmgr about the relocation type.

 I would like to go ahead with this work and merge it back to Mesa master
 pretty soon (that's the whole point of this little exercise), after
 making it more complete and running it through thorough testing. Please
 tell me if I'm running off in a completely stupid direction.
 Not looked closely at it, but this sounds pretty reasonable to me (ok -
 the 3 texture copies do not). Any plans on converting r200/radeon too?

 Yes, the 3 texture copies suck. My plan is to override gl_texture_image like
 in the intel driver. That way we can go back to 2 texture copies (and
 eventually a single texture copy with proper memory management).


 As for r200/radeon: I don't have any such hardware, and I don't want to make
 massive changes in code that I cannot test.
 Ok, fair enough. It's just that this is code which probably should be
 shared between all 3 drivers. There are basically no differences wrt
 memory management or command submission for those chips, and it would
 probably simplify maintenance if they could share this code.

I'd be happy to help verify the changes on older asics.  I can also
dig up some old cards to send you if that helps.

Alex

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Re: [Mesa3d-dev] [Fwd: Re: glxinfo and client glx vendor string with ATI cards]

2008-07-28 Thread Alex Deucher
On Mon, Jul 28, 2008 at 4:22 AM, Alexandre Conrad [EMAIL PROTECTED] wrote:
 Hey Corbin,

 I'm forwarding this email to the public ML. Thanks for the feedback.

 Regrads,

  Original Message 
 Subject: Re: [Mesa3d-dev] glxinfo and client glx vendor string with
 ATI cards
 Date: Fri, 25 Jul 2008 10:50:07 -0700
 From: Corbin Simpson [EMAIL PROTECTED]
 To: Alexandre Conrad [EMAIL PROTECTED]
 References: [EMAIL PROTECTED] [EMAIL PROTECTED]
 [EMAIL PROTECTED] [EMAIL PROTECTED]
 [EMAIL PROTECTED]

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Alexandre Conrad wrote:
 Philipp Klaus Krause wrote:

 
 Maybe this affects only the fglrx driver since I get this with my NVIDIA
 card:

 :~$ glxinfo | grep client glx vendor
 client glx vendor string: NVIDIA Corporation
 

 So the NVIDIA drivers (proprietary) seem to put some information here
 (thus enabling flash hardware accel). So I'm really not trying to make
 things incorrect, I'm just trying to make things more accurate by
 filling in more fields as it might have been forgotten. Again, I'm
 not pointing my finger towards Mesa, I want to figure out who fills in
 this data.

 BTW, What does SGI stands for?

 Nvidia uses their own GLX, so they put NVIDIA corporation in the
 string. Everyone else uses the GLX initially made by SGI. SGI was a
 vendor of highend graphics workstations, they played an important role
 in OpenGL standardization. Lately they're more into supercomputing than
 graphics.

 Silicon Graphics rang my bell but I was just unsure how they were
 related with client glx vendor string thing. That and why nvidia has
 something else than SGI makes sens to me now.

 GLX is included in the Mesa tarball. You could change the vendor string
 in /src/glx/x11/glxcmds.c (currently :static const char
 __glXGLXClientVendorName[] = SGI;).

 Great. I'll try to hack this, although I'm not sure to have the
 compiling skills...

 Thank you so much Philipp and Michel for your help and suggestions. This
 definitly cleared things up. I'll point this thread to Adobe.

 Howdy. Sorry for getting here late. :3

 One more caveat:

 Flash requires the following extensions to be present, even if it is not
 actually using them, before it will enable OpenGL mode:

 - - GL_ARB_multitexture (done)
 - - GL_EXT_framebuffer_object (FBO - mem manager)
 - - GL_ARB_shader_objects
 - - GL_ARB_shading_language_100 (GLSL)
 - - GL_ARB_fragment_shader (done)

 So we need a memory manager for DRI, and also GLSL, before we can get
 HW-accelerated Flash. (Thank God they don't just check for OGL 2.0!)

 There was also a blocker bug with Mesa-based libGL on the Adobe side,
 but it's been handled.

 Oh, and finally, the only reason they're not using Xv is because only
 one DDX driver (nouveau) provides the RGB colorspace needed for Xv --
 theoretically, all of the textured-video Xv implementations could
 support RGB, and this would be fairly easy (I've already got a
 half-baked patch sitting around for this on xf86-video-ati...)

Actually the radeon overlay Xv adapter exposes RGB surfaces as well.
Do RGB Xv surfaces really give you anything over using render?

Alex

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Re: [Mesa3d-dev] [Fwd: Re: glxinfo and client glx vendor string with ATI cards]

2008-07-28 Thread Alex Deucher
On Mon, Jul 28, 2008 at 10:36 AM, Corbin Simpson
[EMAIL PROTECTED] wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Alex Deucher wrote:
 On Mon, Jul 28, 2008 at 4:22 AM, Alexandre Conrad [EMAIL PROTECTED] wrote:
 Hey Corbin,

 I'm forwarding this email to the public ML. Thanks for the feedback.

 Regrads,

  Original Message 
 Subject: Re: [Mesa3d-dev] glxinfo and client glx vendor string with
 ATI cards
 Date: Fri, 25 Jul 2008 10:50:07 -0700
 From: Corbin Simpson [EMAIL PROTECTED]
 To: Alexandre Conrad [EMAIL PROTECTED]
 References: [EMAIL PROTECTED] [EMAIL PROTECTED]
 [EMAIL PROTECTED] [EMAIL PROTECTED]
 [EMAIL PROTECTED]

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Alexandre Conrad wrote:
 Philipp Klaus Krause wrote:

 
 Maybe this affects only the fglrx driver since I get this with my NVIDIA
 card:

 :~$ glxinfo | grep client glx vendor
 client glx vendor string: NVIDIA Corporation
 

 So the NVIDIA drivers (proprietary) seem to put some information here
 (thus enabling flash hardware accel). So I'm really not trying to make
 things incorrect, I'm just trying to make things more accurate by
 filling in more fields as it might have been forgotten. Again, I'm
 not pointing my finger towards Mesa, I want to figure out who fills in
 this data.

 BTW, What does SGI stands for?

 Nvidia uses their own GLX, so they put NVIDIA corporation in the
 string. Everyone else uses the GLX initially made by SGI. SGI was a
 vendor of highend graphics workstations, they played an important role
 in OpenGL standardization. Lately they're more into supercomputing than
 graphics.
 Silicon Graphics rang my bell but I was just unsure how they were
 related with client glx vendor string thing. That and why nvidia has
 something else than SGI makes sens to me now.

 GLX is included in the Mesa tarball. You could change the vendor string
 in /src/glx/x11/glxcmds.c (currently :static const char
 __glXGLXClientVendorName[] = SGI;).
 Great. I'll try to hack this, although I'm not sure to have the
 compiling skills...

 Thank you so much Philipp and Michel for your help and suggestions. This
 definitly cleared things up. I'll point this thread to Adobe.
 Howdy. Sorry for getting here late. :3

 One more caveat:

 Flash requires the following extensions to be present, even if it is not
 actually using them, before it will enable OpenGL mode:

 - - GL_ARB_multitexture (done)
 - - GL_EXT_framebuffer_object (FBO - mem manager)
 - - GL_ARB_shader_objects
 - - GL_ARB_shading_language_100 (GLSL)
 - - GL_ARB_fragment_shader (done)

 So we need a memory manager for DRI, and also GLSL, before we can get
 HW-accelerated Flash. (Thank God they don't just check for OGL 2.0!)

 There was also a blocker bug with Mesa-based libGL on the Adobe side,
 but it's been handled.

 Oh, and finally, the only reason they're not using Xv is because only
 one DDX driver (nouveau) provides the RGB colorspace needed for Xv --
 theoretically, all of the textured-video Xv implementations could
 support RGB, and this would be fairly easy (I've already got a
 half-baked patch sitting around for this on xf86-video-ati...)

 Actually the radeon overlay Xv adapter exposes RGB surfaces as well.
 Do RGB Xv surfaces really give you anything over using render?

 Ish. If more drivers supported the RGB Xv formats, we might be able to
 talk the Adobe guy into adding Xv acceleration into Flash. As is, Flash
 is RGB-based, and they're not interested in bundling a YUV conversion
 library just for Xv. (Never mind that they're ALREADY doing YUV-RGB in
 software for Flash Video...)

 It's just a thought, since I bet we could equip all the DDX drivers with
 RGB Xv a LOT faster than we could support GLSL and FBOs in Mesa. That's
 really the only reason I brought it up.

 Hmm. Now that I think about it, there's a lot of reasons to use Xv in
 Flash. In video mode, especially full-screen, it would be a lot faster
 to draw the video controls in YUV mode, and just pass a YUV panel into
 Xv, than to do the software conversion. But then again, we don't have
 Flash source code, so this is the best short-term solution I can come up
 with.

Why not use Xv for YUV data, and render for RGB data?  Both are
available and accelerated on most chips.  All RGB Xv support gives you
is scaling.  With render you not only get scaling, but transforms in
general and composite ops.  In fact, anholt even proposed adding YUV
src formats to render.

Alex

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Re: [Mesa3d-dev] Combining Mesa3D and DRI mailing lists and/or sites?

2008-06-12 Thread Alex Deucher
On Thu, Jun 12, 2008 at 12:56 PM, Tomas Carnecky [EMAIL PROTECTED] wrote:
 Keith Whitwell wrote:
 The DRI list has in effect become the list for development of the drm
 kernel module, libdrm, and the various memory manager implementations.
  While Mesa is an important client of these, it is far from being the
 only client.

 Interesting. Who else is a client of drm? (apart of the ATI driver
 which, last I heard, uses drm).

All of the open source 3D drivers use the drm.

Alex

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Re: [Mesa3d-dev] Sudden pinkness with r300 git

2008-02-26 Thread Alex Deucher
On Mon, Feb 25, 2008 at 8:18 PM, Chris Rankin [EMAIL PROTECTED] wrote:
 Hi,

  Something added to git tonight has turned menu boxes in World or Warcraft 
 bight pink :-)! (I'd
  provide a screenshot, but trying to run WoW while sharing the screen with 
 another application
  always locks up the GPU.) I have at least been able to rule out the 
 cache-flush change to
  r300_emit.c, but it's too late to start git-bisecting now.

Markus Amsler just posted a fix.

Alex

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Re: [Mesa3d-dev] Help offered

2007-12-26 Thread Alex Deucher
On Dec 26, 2007 6:15 AM, Hugo Gomes [EMAIL PROTECTED] wrote:
 Hello, I am more into GLSL, what got me really excited about on mesa3D
 help-wanted web-page was the topics:



 4. Help to incorporate the 3Dlabs' shading language compiler for OpenGL 2.0.

  5. Implement assembly language (SSE/MMX) code generation for
 vertex/fragment programs. even though they might be outdated. Also, i don't
 have much experience either in hardware drivers, or in glsl. I could also
 work some test cases on the driver or on the glsl compiler, but again
 experience limits me.


Your best bet is to checkout the latest code and dive in.  write small
demos or play with the code until you start to get a feel for it.
That's how we all learned :)  If there's anything you don't
understand, please ask on the list.

Alex


 On Dec 26, 2007 7:46 AM, Alex Deucher [EMAIL PROTECTED] wrote:
 
 
 
  On Dec 21, 2007 7:39 PM, Hugo Gomes [EMAIL PROTECTED] wrote:
   Hello, i'm a student from portugal,and would like to help out with
   everything i can, on the development of the mesa3d lib.
  
   Any suggestions where to start ?
 
  What aspect are you looking to hack on?  HW drivers?  GLSL?
 
  Alex
 



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Re: [Mesa3d-dev] Help offered

2007-12-25 Thread Alex Deucher
On Dec 21, 2007 7:39 PM, Hugo Gomes [EMAIL PROTECTED] wrote:
 Hello, i'm a student from portugal,and would like to help out with
 everything i can, on the development of the mesa3d lib.

 Any suggestions where to start ?

What aspect are you looking to hack on?  HW drivers?  GLSL?

Alex

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Re: [Mesa3d-dev] [PATCH] unichrome: just a bit of code cleanup

2007-11-09 Thread Alex Deucher
On Nov 9, 2007 10:58 AM, Brian Paul [EMAIL PROTECTED] wrote:

 Benno Schulenberg wrote:
  Alex Deucher wrote:
  Benno,
 
  Since you seem to be the only one working on unichrome
  support, you might as well get a freedesktop account so you can
  commit patches directly:
 
  Thanks for the offer, but I don't think I qualify for that.  I can
  fiddle a bit with the code, but have no comprehension of how it all
  works.

 I'm not sure that anyone understands _all_ of Mesa and the drivers. :)

 Code clean-ups and comments are always appreciated so you're welcome to
 get commit ability to do that at least.

Plus if you mess around with the code long enough you'll actually
understand it :)

Alex

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Re: [Mesa3d-dev] [PATCH] unichrome: just a bit of code cleanup

2007-11-08 Thread Alex Deucher
Benno,

Since you seem to be the only one working on unichrome support,
you might as well get a freedesktop account so you can commit patches
directly:
http://www.freedesktop.org/wiki/AccountRequests

Alex

On Nov 8, 2007 6:22 PM, Benno Schulenberg [EMAIL PROTECTED] wrote:
 Signed-off-by: Benno Schulenberg [EMAIL PROTECTED]
 ---
  src/mesa/drivers/dri/unichrome/via_tris.c |   19 ---
  1 files changed, 8 insertions(+), 11 deletions(-)

 diff --git a/src/mesa/drivers/dri/unichrome/via_tris.c 
 b/src/mesa/drivers/dri/unichrome/via_tris.c
 index 73e6626..b97dacd 100644
 --- a/src/mesa/drivers/dri/unichrome/via_tris.c
 +++ b/src/mesa/drivers/dri/unichrome/via_tris.c
 @@ -625,13 +625,12 @@ static void viaFastRenderClippedPoly(GLcontext *ctx, 
 const GLuint *elts,
  }
  }

 +
  /**/
  /*Choose render functions */
  /**/


 -
 -
  #define _VIA_NEW_VERTEX (_NEW_TEXTURE | \
   _DD_NEW_SEPARATE_SPECULAR |\
   _DD_NEW_TRI_UNFILLED | \
 @@ -665,16 +664,17 @@ static void viaChooseRenderState(GLcontext *ctx)
vmesa-drawTri = via_draw_triangle;
 }

 -   if (flags  (ANY_FALLBACK_FLAGS|ANY_RASTER_FLAGS)) {
 +   if (flags  (ANY_FALLBACK_FLAGS | ANY_RASTER_FLAGS)) {
if (ctx-Light.Enabled  ctx-Light.Model.TwoSide)
   index |= VIA_TWOSIDE_BIT;
 -  if (flags  DD_TRI_OFFSET)   index |= VIA_OFFSET_BIT;
if (ctx-Polygon.FrontMode != GL_FILL || ctx-Polygon.BackMode != 
 GL_FILL)
   index |= VIA_UNFILLED_BIT;
 -  if (flags  ANY_FALLBACK_FLAGS)  index |= VIA_FALLBACK_BIT;
 +  if (flags  DD_TRI_OFFSET)
 + index |= VIA_OFFSET_BIT;
 +  if (flags  ANY_FALLBACK_FLAGS)
 + index |= VIA_FALLBACK_BIT;

 -  /* Hook in fallbacks for specific primitives.
 -   */
 +  /* Hook in fallbacks for specific primitives. */
if (flags  POINT_FALLBACK)
  vmesa-drawPoint = via_fallback_point;

 @@ -685,11 +685,8 @@ static void viaChooseRenderState(GLcontext *ctx)
  vmesa-drawTri = via_fallback_tri;
 }

 -
 -   if ((flags  DD_SEPARATE_SPECULAR) 
 -   ctx-Light.ShadeModel == GL_FLAT) {
 +   if ((flags  DD_SEPARATE_SPECULAR)  ctx-Light.ShadeModel == GL_FLAT)
index = VIA_MAX_TRIFUNC; /* flat specular */
 -   }

 if (vmesa-renderIndex != index) {
vmesa-renderIndex = index;
 --
 1.5.2.5


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Re: [Mesa3d-dev] [RFC] Potential patch for R200 accelerated TFP

2007-08-12 Thread Alex Deucher
On 8/12/07, Chris Rankin [EMAIL PROTECTED] wrote:
 OK, here it is - the final version. Now given that I am running Fedora 7 at 
 the moment, exactly
 what will I need to update in order to test it?

 Are there any official Xorg packages that I will need to grab and compile, 
 or is everything
 still unreleased from git repositories?

shouldn't:
-   if ( !t || t-base.totalSize == 0 )
+   if ( !t || t-base.totalSize == 0 | t-image_override )
be
+   if ( !t || t-base.totalSize == 0 || t-image_override )

You'll need a fairly recent (post 1.3 xserver) and mesa.  you can grab
them from git.  Redhat may also provide experimental packages.

Alex

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Re: [Mesa3d-dev] 3D support for 2048x2048 on intel drivers

2007-07-25 Thread Alex Deucher
On 7/25/07, Chase Douglas [EMAIL PROTECTED] wrote:
 Brian Paul wrote:
  The rendering code is spread across many files, both in the driver and
  core Mesa.  There's no single point that everything goes through for
  rendering.

 I see that there are a lot of functions in i915_state.c that deal with
 the rendering. Functions such as i915CullFaceFrontFace and i915Scissor
 (which seems to be clipping). Is the goal to modify those functions such
 that when they draw a renderbuffer with dimensions  2048 in any
 direction, that it draws as many times as necessary for sections that
 aren't within 2048x2048 chunks? If so, how does one move the 2048x2048
 render frame to another region, and then render the corresponding region
 in the renderbuffer there?

You'd need to re-program the offset of the 3D engine when you iterate.

Alex

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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] comments on r300_fragprog.c commit

2007-03-15 Thread Alex Deucher
On 3/15/07, Brian Paul [EMAIL PROTECTED] wrote:
 Some code comments below:


 Oliver McFadden wrote:
src/mesa/drivers/dri/r300/r300_fragprog.c   |   91
 
src/mesa/drivers/dri/r300/r300_state.c  |   14 ++--
src/mesa/drivers/dri/r300/r300_state.h  |1
 src/mesa/drivers/dri/r300/r300_vertexprog.c |   67 +---
4 files changed, 103 insertions(+), 70 deletions(-)
  
   New commits:
   diff-tree 4e4ab2a62bf33a582420cff85775a6580167b5a9 (from
 4d2eb637a20e4fdf5d5f6c0ea4d4627894594661)
   Author: Oliver McFadden [EMAIL PROTECTED]

Also, if you are committing someone else's code, you should use the
--author option with git commit.

Alex

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Re: [Mesa3d-dev] Nouveau DRI in mesa git ?

2006-12-19 Thread Alex Deucher
On 12/19/06, Stephane Marchesin [EMAIL PROTECTED] wrote:
 Hello,

 We are considering moving the nouveau DRI driver from sourceforge CVS to
 another place (it's currently at
 http://nouveau.cvs.sourceforge.net/nouveau/nouveau/). We were wondering
 if Mesa would accept having an experimental driver in git, maybe
 disabled by default, or in a branch ?
 What do you guys think ?

Fine with me.  r300 was experimental when we first merged it.  mach64
was for years.  trident and virge probably don't even work.

Alex


 Stephane


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Re: [Mesa3d-dev] vbo heads up

2006-11-02 Thread Alex Deucher
On 11/2/06, Jerome Glisse [EMAIL PROTECTED] wrote:
 On 11/2/06, Keith Whitwell [EMAIL PROTECTED] wrote:
  Jerome Glisse wrote:
   On 11/2/06, Keith Whitwell [EMAIL PROTECTED] wrote:
   Keith Whitwell wrote:
   OK, the first round of work on the VBO branch seems to have gone quite
   smoothly.  It'd be great if a couple of the key r200/r300 people could
   check the branch out and verify whether I've broken those drivers or 
   not.
  
   It'd be particularly interesting to see if someone (Aapo?) can take a
   look at the disabled vtxfmt_a code and see if it is easy to port that
   over to the new archiecture.  I've got a feeling it should be fairly
   straight-forward, as it's simple to fallback to the tnl/ module for any
   unexpected or non-handled situations.
   I took a quick look at this and it seems doable.  I sketched out a
   simplified approach that just attempts to hook the existing code into a
   _radeon_draw_prims() callback.  It looks like it might work, but it
   would be better to try for a deeper integration.
  
   I'm pretty bullish about the vbo code  would like to see an early
   merge, so please take a look at this.
  
   Keith
  
  
  
   I investigated recently a bug (8348) and we don't check if in
   DrawRangeElement max - min won't requiert a memory area
   bigger than what we can have with DMA (which if i am right
   can't be bigger than RADEON_BUFFER_SIZE * 16). Do you see
   any easy they to work around this. I will try to test VBO branch
   today and complete your change.
 
  OK.  I've got a couple of bugs to fix yet, and I've still got to try
  running glean, etc, so it'll be a couple of days before anything
  happens.  But it would be good to have the r200/r300 drivers up to speed
  prior to a merge.
 
  Keith
 

 I have tried to play a bit with that but i segfault in vbo_exec_array.c line 
 127
 with varray in progs/redbook know bug or something from my side ?

 Btw i have thinked a bit more about the need to update max-min vertices
 in drawelements and drawrangeelements and i don't see an easy way to
 split the rendering as we have to go throught all indices and make sure
 that (max-min)*primsize never need more memory than what dma alloc
 can give us. Don't you have similar problem with intel ?

IIRC, radeons don't really have the limit either, I think the
buffersize size stuff is a vestage of some past wrong...  Didn't
Roland look into some buffersize issues a while back?  I could be way
off though...

Alex


 best,
 Jerome Glisse


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Re: [Mesa3d-dev] Merged texmem branch

2006-11-01 Thread Alex Deucher
I just wanted to say thanks to everyone that worked on this.  This is
a major step forward for open source drivers!

Cheers!

Alex

On 11/1/06, Keith Whitwell [EMAIL PROTECTED] wrote:
 We've just merged the texmem-0-3-branch code.  This has been a major
 project, probably much bigger than we realized when we started on it.

 The fundamental technology underpinning the changes is Thomas
 Hellstrom's new TTM memory manager which dynamically maps buffers into
 and out of the GART aperture as required for rendering.

 The benefits that flow from this are:
 - Vastly increased amount of memory available for texturing.
 - No need to reserve/waste memory for texture pool when not rendering.
 - Fast transfers to *and* from video memory.

 As a result we've been able to build a whole bunch of features into the
 i915tex driver that haven't been present in DRI-based drivers previously:

 - EXT_framebuffer_objects, render to texture
 - ARB_pixel_buffer_objects
 - Accelerated
 - CopyTexSubimage
 - DrawPixels
 - ReadPixels
 - CopyPixels
 - Accelerated texture uploads from pixel buffer objects
 - Potentially texturing directly from the pixel buffer object (zero
 copy texturing).

 If/when other drivers are ported to the memory manager, it will be easy
 to support VBO's in the same way.

 Keith


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