Please Help, thank you very much!!
Code:
$ export LIBGL_DEBUG=verbose
$ glxinfo
name of display: :0.0
libGL: XF86DRIGetClientDriverName: 5.2.0 radeon (screen 0)
libGL: OpenDriver: trying /usr/lib/dri/tls/radeon_dri.so
libGL: OpenDriver: trying /usr/lib/dri/radeon_dri.so
libGL: XF86DRIGetClientDr
Alec Liu wrote:
> Please Help, thank you very much!!
> Code:
>
> $ export LIBGL_DEBUG=verbose
>
> $ glxinfo
> name of display: :0.0
> libGL: XF86DRIGetClientDriverName: 5.2.0 radeon (screen 0)
> libGL: OpenDriver: trying /usr/lib/dri/tls/radeon_dri.so
> libGL: OpenDriver: trying /usr/lib/dri/rad
On Sunday, October 7, 2007 4:26 pm Dave Airlie wrote:
> > At a high level, I'm wondering if something like this could be made
> > more generic... It seems like other GPUs will need similar
> > relocation processing so maybe the DRM should grow some generic
> > reloc processing code? Much of this
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Michel Dänzer wrote:
> On Wed, 2007-10-03 at 14:08 -0700, Ian Romanick wrote:
>> diff --git a/linux-core/xgi_cmdlist.c b/linux-core/xgi_cmdlist.c
>> index 261f4e1..35f7e1b 100644
>> --- a/linux-core/xgi_cmdlist.c
>> +++ b/linux-core/xgi_cmdlist.c
>> @@
http://bugs.freedesktop.org/show_bug.cgi?id=6689
[EMAIL PROTECTED] changed:
What|Removed |Added
Summary|libGL warning: 3D driver|libGL warning: 3D driver
Neither 42 nor 256 are very good - the number needs to be dynamic. Think about
situations where an app has eg. one glyph per texture and is doing font
rendering... Or any reasonably complex game might use >256 textures in a
frame.
Sorry for topposting -- webmail.
Keith
- Original Messa
Alec Liu wrote:
> i am using the gentoo
> i did compile everything
>
> please help me to local the badly compiled library
> thank you !
>
> On 10/9/07, Jerome Glisse <[EMAIL PROTECTED]> wrote:
>
>> Alec Liu wrote:
>>
>>> Please Help, thank you very much!!
>>> Code:
>>>
>>> $ export LIBG
On Monday, October 8, 2007 10:13 am Keith Whitwell wrote:
> Neither 42 nor 256 are very good - the number needs to be dynamic.
> Think about situations where an app has eg. one glyph per texture and
> is doing font rendering... Or any reasonably complex game might use
> >256 textures in a frame.
Alec Liu wrote:
> btw: should i send the mail to the dri-devel@lists.sourceforge.net
> or just click the reply.
> this is my fist time using the mail list, and you are the first reply
> i got. thank you again!!
>
> On 10/9/07, Jerome Glisse <[EMAIL PROTECTED]> wrote:
>
>> Alec Liu wrote:
>>
On Mon, 2007-10-08 at 01:16 +0100, Sergio Monteiro Basto wrote:
> Hi,
> this patch fix my problem ,
>
> --- a/src/mesa/drivers/dri/intel/intel_tex_layout.c
> +++ b/src/mesa/drivers/dri/intel/intel_tex_layout.c
> @@ -33,6 +33,7 @@
> #include "intel_mipmap_tree.h"
> #include "intel_tex_layout.h"
http://bugs.freedesktop.org/show_bug.cgi?id=12731
--- Comment #1 from [EMAIL PROTECTED] 2007-10-08 12:45 PST ---
Already fix on git master :
Commit: 4599683b480d295e407725e0fe99c357a0086092
i915: Fix undefined ALIGN symbol from 77e0523fb7769df4bf43747e136b1653b2421b97.
you may clos
Hi,
I tried to check the timing stuff but (as I'm not a real developper) I
don't know how to test my timings easily.
Until now, I did several tries with no luck...
In fact, for each try, I have to compile the module, load it, check
what's going on and the reboot. I must reboot because the
modeset
> On Monday, October 8, 2007 10:13 am Keith Whitwell wrote:
>> Neither 42 nor 256 are very good - the number needs to be dynamic.
>> Think about situations where an app has eg. one glyph per texture and
>> is doing font rendering... Or any reasonably complex game might use
>>> 256 textures in a f
On Monday, October 8, 2007 2:14 pm Dave Airlie wrote:
> > On Monday, October 8, 2007 10:13 am Keith Whitwell wrote:
> >> Neither 42 nor 256 are very good - the number needs to be dynamic.
> >> Think about situations where an app has eg. one glyph per texture
> >> and is doing font rendering... Or
On Monday, October 8, 2007 2:00 pm Philippe Gaultier wrote:
> Hi,
>
> I tried to check the timing stuff but (as I'm not a real developper)
> I don't know how to test my timings easily.
> Until now, I did several tries with no luck...
>
> In fact, for each try, I have to compile the module, load it,
Dave Airlie wrote:
>
>> On Monday, October 8, 2007 10:13 am Keith Whitwell wrote:
>>> Neither 42 nor 256 are very good - the number needs to be dynamic.
>>> Think about situations where an app has eg. one glyph per texture and
>>> is doing font rendering... Or any reasonably complex game might us
Hi Thomas (any anyone else :-)
drm_buffer_object_validate gets passed new and old flags (using
bo->mem.mask/bo->mem.flags) but when it calls the i915 fence_type function
it only uses flags to check the fence type, now if this buffer is getting
validated RW when it wasn't before, it will get t
Hi,
Once the 915 super ioctl is merged, the patch attached removes the unused
interfaces left behind...
Are any of these worth saving?
Dave.
--
David Airlie, Software Engineer
http://www.skynet.ie/~airlied / airlied at skynet.ie
Linux kernel - DRI, VAX / pam_smb / ILUG
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