Re: [Dri-devel] radeon 9200se

2003-09-27 Thread Felix Kühling
On 26 Sep 2003 22:14:59 +0200
maestro [EMAIL PROTECTED] wrote:

 hi all,
 
 my system configuration:
 P4 2,4Ghz fsb 800 HT
 super micro p4spa+ mainboard
 radeon 9200se graphics card
 running debian woody with kernel 2.4.21 
 XFree86 4.3.99-12 compiled from source
 
 recently i bought a radeon 9200se graphics card.
 it took me a very long time to get it work in X. its because the ati
 driver only knows about the 9200 but not the 9200se. the pci-chip-id is
 differen (9200 = 5963 / 9200se = 5964) i found a patch on the internet
 that makes the driver recognize that chip.
 (http://www.mail-archive.com/[EMAIL PROTECTED]/msg12830.html)
 i recompiled XFree86 and it worked perfectly.
 
 now i want dri support too. i downloaded the radeon package
 (radeon-20030926-linux.i386.tar.bz2) run install.sh and everything

You need a r200 snapshot for this card.

 worked great but when i run startx i get the same message as when the
 card wasnt detected by the driver before.
 [quote /var/log/XF86log.0.log]
 ...snip
 (II) Primary Device is: PCI 01:00:0
 (--) Assigning device section with no busID to primary device
 (EE) No devices detected.
 [/quote]
 
 
 so my question is: does the radeon dri package support the 9200se and if
 not is it possible to apply the above patch to make it support it?
 secondly is it possible to get dri support right when building XFree86
 using my existing and working driver?
 
 thanks for your help
 m
 

Felix

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Re: [Dri-devel] DRI savage driver status

2003-09-27 Thread Felix Kühling
On Sat, 27 Sep 2003 00:30:23 -0300
Rafael Maximo [EMAIL PROTECTED] wrote:

 Felix,
 
 I tried this patch but it looked the same here, it only worked with 
 DisableTile On. What's your card? i'm using a savage4 chip ID 8A22.

lspci   : 01:00.0 VGA compatible controller: S3 Inc. [ProSavageDDR K4M266]
lspci -n: 01:00.0 Class 0300: 5333:8d04

 
 I'm also wondering why your patch indicate line number 2601 while here it's 
 on #1757. Are we using the same source? :)

Obviously not. I made a fresh checkout of the savage-1_0_0-branch
yesterday. cvs status savage_driver.c tells me:

===
File: savage_driver.c   Status: Locally Modified

   Working revision:1.10.10.5
   Repository revision: 1.10.10.5   
/cvs/dri/xc/xc/programs/Xserver/hw/xfree86/drivers/savage/savage_driver.c,v
   Sticky Tag:  savage-1_0_0-branch (branch: 1.10.10)
   Sticky Date: (none)
   Sticky Options:  (none)

The local modification is only the patch I sent yesterday.

Felix

 
 bye.
 At 02:11 PM 26/9/2003, Felix Kühling wrote:
[snip]


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Re: [Dri-devel] MGA G550 w/ kernel mga module version 3.1.0 hard lock

2003-09-27 Thread Ryan Underwood

Hey,

On Fri, Sep 26, 2003 at 07:37:56AM -0400, Malcolm Mallardi wrote:
 
   I resolved this issue yesterday after sending the first mail.
 Definitely an intentional breakage.  Now using the build from yesterday
 09/25/03
 
   The OpenGL mouse issue, and console switching issues with
 kernel module 3.1.0 still exist.

Just to let you know, I have a G400 MAX that I use in dualhead
(non-merged), and I share the cursor issue with you, but switching from
X to VC and back works no problem.  So perhaps that issue is isolated to
the G550?

I use the MGA framebuffer driver though, so maybe things are different
e.g. if you are using a VGA text mode on console.

-- 
Ryan Underwood, nemesis at icequake.net, icq=10317253


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Re: [Dri-devel] Radeon/r200 texture engine question

2003-09-27 Thread Alex Deucher

--- Michel Dänzer [EMAIL PROTECTED] wrote:
 On Fri, 2003-09-26 at 18:16, Alex Deucher wrote:
  
  1.  looking at the mga textured video code, it disables the DRI
 when it
  is in use.  is there any reason for this?  is it possible to use
 the
  texture engine for Xv and DRI at the smae time.  It seems like it
  should.  
 
 I agree.
 
  When implemeting this on radeon, would I have to use the CP
  to program the texture registers or could I use MMIO?  
 
 Using the 3D engine without the CP is hard if not impossible.

how do 2D, 3D, CP, etc fit together.  I take it the CP is mainly a
queue for 3D commands, but can also process register writes?  I
understand how the to issues commands for 2D to the CP, but how does 3D
work?  The DRI driver seems very foreign by comparison.  having looked
it over it guess the various functions queue up 3D commands which are
then flushed to the 3D engine at some point.  where do that commands
get flushed?  can I just use the texture commands or do I need to
recreate the commands to create a quad first and then the texture? 
Could some one maybe sketch out the call order do to something like
this in the DRI? 

Like:

RADEONCreateQuad()
RADEONCreateTexture()
RADEONBindTexture()
RADEONRenderObject()

or something like that. so I can get an idea of what all needs to be
done.

Is there a reference that explains what each file in the 3D driver does
and how they fit together?
  
like: 

card_tex.c - texture functions used to allocate and render textures
created in card_xxx.c
card_span.c - does X on objects from card_yyy.c
card_screen.c - does Y
card_state.c - 
etc.

I have a general idea based on the names, but I can't see exactly how
they all fit together.

if someone can better fill me in on this I'll write a intro to 3D
engines and DRI code page for the DRI wiki.

 
  I've been toying with the idea of converting the existing Xv code
 to CP 
  anyway, however if you disabled the DRI and wanted to use the
 overlay or 
  the texture engine you'd need an MMIO code path at least.
 
 The register write macros could be changed (or new ones added) to use
 the CP transparently when appropriate.

do you mean like psuedo-MMIO using the CP?  or just other macros like
the 2D accel code uses (OUTRING() and such).  is it possible to use the
3D engine at all when the DRI is not enabled?

 
 
  3.  Is there a limit on the number of textures on radeon?  How many
 Xv
  ports should I allow for the texture engine?  I think mga allows
 32,
  although that might have been an arbitrary decision.
 
 Yes, I don't think there's a limitation other than the amount of
 video
 RAM.
 
 
  4.  Can the overlay and the texture engine Xv adapters co-exist?
 
 I don't see why they couldn't. AFAIK other drivers offer both types
 of
 adaptors simultaneously.
 
 
 I hope others will fill in the questions I didn't feel competent
 enough
 to answer.
 
 
 As a bonus, once you've solved all the issues involved, adding some
 RENDER extension acceleration should be trivial. :) I played with
 that a
 little but never found the time to get it very far.
 

And maybe windows with alpha channels one day ;)
Do you have any code (however broken) I could look at?


Thanks,

Alex


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Re: [Dri-devel] Radeon/r200 texture engine question

2003-09-27 Thread Ian Romanick
Alex Deucher wrote:
I'm thinking about implementing a textured video option on radeon for
mergedfb (or non-mergedfb too for that matter).  It would be useful
since video windows could span heads in mergedfb mode and you could
also have multiple Xv windows at the same time rather than just one
with the overlay unit.  My questions are as follows:
1.  looking at the mga textured video code, it disables the DRI when it
is in use.  is there any reason for this?
Boy howdy is there ever!  It is easy for the 2D driver and the 3D driver 
to work together because they don't share any state.  Specifically, they 
don't share texture memory state, 3D hardware register state, or vertex 
engine state.  As soon the 2D driver start using texture mapping 
hardware for Xv, all that state becomes shared.  If you're going to go 
to the effort of making the server-side driver and the client-side (DRI) 
driver share all that state, you may as well go just a small bit further 
and get the client-side driver loaded server-side. :)  If nothhing else, 
that would make maintainence easier.



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[Dri-devel] [Bug 221] radeon_vtxfmt.c:925: radeonVtxfmtFlushVertices: Assertion `rmesa-dma.flush == 0 || rmesa-dma.flush == flush_prims' failed.

2003-09-27 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to  
the URL shown below and enter your comments there. 

http://bugs.xfree86.org/show_bug.cgi?id=221  
  

[EMAIL PROTECTED] changed:

   What|Removed |Added

 Status|REOPENED|RESOLVED
 Resolution||FIXED




--- Additional Comments From [EMAIL PROTECTED]  2003-26-09 18:53 ---
Fixed in DRI CVS, thanks Manuel for verifying.  
  
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Re: [Dri-devel] Radeon/r200 texture engine question

2003-09-27 Thread Alex Deucher

--- Ian Romanick [EMAIL PROTECTED] wrote:
 Alex Deucher wrote:
  I'm thinking about implementing a textured video option on radeon
 for
  mergedfb (or non-mergedfb too for that matter).  It would be useful
  since video windows could span heads in mergedfb mode and you could
  also have multiple Xv windows at the same time rather than just one
  with the overlay unit.  My questions are as follows:
  
  1.  looking at the mga textured video code, it disables the DRI
 when it
  is in use.  is there any reason for this?
 
 Boy howdy is there ever!  It is easy for the 2D driver and the 3D
 driver 
 to work together because they don't share any state.  Specifically,
 they 
 don't share texture memory state, 3D hardware register state, or
 vertex 
 engine state.  As soon the 2D driver start using texture mapping 
 hardware for Xv, all that state becomes shared.  If you're going to
 go 
 to the effort of making the server-side driver and the client-side
 (DRI) 
 driver share all that state, you may as well go just a small bit
 further 
 and get the client-side driver loaded server-side. :)  If nothhing
 else, 
 that would make maintainence easier.

Ummm... ok... so by this you mean, linking the radeon_dri.o into
radeon_drv.o so that I can call functions from the 3D driver in the 2D
driver and hence share state?
Sorry if I mis-understand...

Alex

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[Dri-devel] Questions about r200 driver

2003-09-27 Thread Antoine REVERSAT
Hi,
I have a few questions about the r200 driver :
- Will there ever be 32bit support ?
- Will there ever be S3TC/DXTC support ?
Well infact the big question is : will it ever be as performant as the ati driver (i 
mean will it produce as good looking graphics as the ati driver) one day ? (UT2003 is 
quite awfull and i don't think doom3 would look good with the actual version of the 
r200 code...
Nevertheless you have done a very good job already because the open source driver is 
way more stable than the ati one...
bye



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