[Bug 729] Unreal Tournament 2004 shock rifle lockup

2004-07-05 Thread bugzilla-daemon
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http://freedesktop.org/bugzilla/show_bug.cgi?id=729   
   




--- Additional Comments From [EMAIL PROTECTED]  2004-07-04 21:08 ---
Does anyone have any suggestions and/or patches that might help in debugging 
this problem? I'm still experiencing this issue with DRI CVS as of 2004/07/03. 
There is no backtrace, but I would like to perhaps add some kind of output at 
suspect code paths (kernel log for the DRM and XFree86.0.log for the 
driver/DRI/libGL, if possible). I've already applied the DRM watchdog and the 
soft reset patches, and I am able to run delayed applications after the video 
freezes. I'm hoping that with additional logging I can alt-sysrq e (SIGTERM 
all processes, which dumps me to the console with the aforementioned patches) 
and have some useful messages somewhere. 
 
Additional information: 
Linux kernel 2.6.7-mm5 
GCC version 3.4.0 (Debian 3.4.0-4) (previously I was using gcc 3.3) 
DefaultCCOptions in host.def: -ansi -pedantic -pipe -fno-unit-at-a-time 
DefaultGcc2i386Opt in xfree86.cf: -O2 -fno-strength-reduce GccAliasingArgs 
 
DRI CVS installed over XFree86 4.3.0 (Debian version 4.3.0.dfsg.1-5) like so: 
cd /usr/src/cvs/xc/xc 
cp --preserve=timestamps programs/Xserver/XFree86 /usr/X11R6/bin 
cd exports/lib 
find . -type l -exec cp --preserve=timestamps {} /usr/X11R6/lib/{} \; 

   
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[Bug 729] Unreal Tournament 2004 shock rifle lockup

2004-07-05 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to 
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http://freedesktop.org/bugzilla/show_bug.cgi?id=729   
   




--- Additional Comments From [EMAIL PROTECTED]  2004-07-05 08:52 ---
Just a question for clarification: with shock rifle's primary fire is seen in
the players' field of vision you mean other player's rifle beam fire, or will
the lockup also be triggered with your own rifle fire?   
   
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Weekly IRC meeting reminder

2004-07-05 Thread Ian Romanick

This is just a friendly reminder that the weekly dri-devel IRC meeting will
be starting in the #dri-devel channel on irc.freenode.net at 2100 UTC (or
5:00PM EDT or 2:00PM PDT, if you prefer).

Time zone conversion available at:

http://www.timezoneconverter.com/cgi-bin/tzc.tzc

Logs of previous IRC meetings are available at:

http://dri.sourceforge.net/IRC-logs/


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[Bug 729] Unreal Tournament 2004 shock rifle lockup

2004-07-05 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://freedesktop.org/bugzilla/show_bug.cgi?id=729   
   




--- Additional Comments From [EMAIL PROTECTED]  2004-07-05 11:18 ---
 (In reply to comment #3) 
 Just a question for clarification: with shock rifle's primary fire is seen 
in 
 the players' field of vision you mean other player's rifle beam fire, or 
will 
 the lockup also be triggered with your own rifle fire? 
 
As I stated in original report, starting the game on any map and firing the 
shock rifle beam repetitiously will unfailingly trigger the freeze. It 
doesn't matter whether the effect originates from myself (outgoing) or someone 
else (incoming/observed). 
 
BTW, I received some info from an Urban Terror (Quake3 mod, 
www.urbanterror.net) developer about the issue. He guessed that the shock 
rifle may use an additive blend mode, and that it creates a whole bunch of 
random 
lightning shaped geometry which may have problems with their vertex arrays. 
 
I confirmed that there are no issues with the shock rifle in the original 
Unreal Tournament. I also have no problem with the UT2004 shock rifle (or any 
UT2004 problems, aside from very lousy performance) when using ATi's fglrx. 
 
Would some high-res screenshots of the effect help? I can reinstall fglrx and 
take a few. 

   
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[Bug 814] Hard lockup with r200 DRI driver

2004-07-05 Thread bugzilla-daemon
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http://freedesktop.org/bugzilla/show_bug.cgi?id=814   
   




--- Additional Comments From [EMAIL PROTECTED]  2004-07-05 15:44 ---
I just read another bug like this and they said using the shock rifle produces
this. Since this is my least favorite weapon I never use it. So I tested ut2003
and it locks up when you fire the shock rifle. When the computer fires it also
that will lock up that way.   
   
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[Bug 814] Hard lockup with r200 DRI driver

2004-07-05 Thread bugzilla-daemon
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http://freedesktop.org/bugzilla/show_bug.cgi?id=814   
   

[EMAIL PROTECTED] changed:

   What|Removed |Added

  BugsThisDependsOn||729




--- Additional Comments From [EMAIL PROTECTED]  2004-07-05 15:51 ---
Marking 729 as a dependency, since this one may be more general than the shock
rifle issue.   
   
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[Bug 729] Unreal Tournament 2004 shock rifle lockup

2004-07-05 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://freedesktop.org/bugzilla/show_bug.cgi?id=729   
   

[EMAIL PROTECTED] changed:

   What|Removed |Added

OtherBugsDependingO||814
  nThis||


   
   
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Re: r200 driver crashes

2004-07-05 Thread Michel Dänzer
On Sat, 2004-07-03 at 00:51 +0200, Dieter Ntzel wrote: 
 Am Freitag, 2. Juli 2004 18:55 schrieb Michel Dnzer:
  On Fri, 2004-07-02 at 18:46 +0200, Dieter Ntzel wrote:
  
   Run gltestperf on r200.
  
   http://marc.theaimsgroup.com/?l=dri-develm=108213539614605w=2
  
   Benchmark: 2
   ZSmooth Triangles
   Current size: 480
   Elapsed time for the calibration test (341): 2.003000
   Selected number of benchmark iterations: 851
   Elapsed time for run 0: 15.413000
   Elapsed time for run 1: 15.377000
   Elapsed time for run 2: 15.303000
   r200WaitIrq: drmRadeonIrqWait: -16
  
ZSmooth Triangles
  
   Maybe a starting point?
 
  The same symptom doesn't necessarily mean it's the same problem. This is
  a common symptom after the chip has locked up, but IIRC that's not the
  case for you?
 
 True.
 
 But maybe a starting point?

Or maybe gltestperf simply queues commands which take longer than the
drmRadeonIrqWait() timeout (3 seconds IIRC)?


-- 
Earthling Michel Dnzer  | Debian (powerpc), X and DRI developer
Libre software enthusiast|   http://svcs.affero.net/rm.php?r=daenzer



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Re: r200 driver crashes

2004-07-05 Thread Mike Mestnik
What good is 1/3 FPS??
The OpenGL implem. needs to have some sort of accountability in not
supporting an operation if there are not enuff resources.  I would have to
point out that if it's not feasable to accomplish a task in less then 3
seconds that maby there needs to be more resources.

--- Michel Dänzer [EMAIL PROTECTED] wrote:
 On Sat, 2004-07-03 at 00:51 +0200, Dieter Nützel wrote: 
  Am Freitag, 2. Juli 2004 18:55 schrieb Michel Dänzer:
   On Fri, 2004-07-02 at 18:46 +0200, Dieter Nützel wrote:
   
Run gltestperf on r200.
   
http://marc.theaimsgroup.com/?l=dri-develm=108213539614605w=2
   
Benchmark: 2
ZSmooth Triangles
Current size: 480
Elapsed time for the calibration test (341): 2.003000
Selected number of benchmark iterations: 851
Elapsed time for run 0: 15.413000
Elapsed time for run 1: 15.377000
Elapsed time for run 2: 15.303000
r200WaitIrq: drmRadeonIrqWait: -16
   
 ZSmooth Triangles
   
Maybe a starting point?
  
   The same symptom doesn't necessarily mean it's the same problem.
 This is
   a common symptom after the chip has locked up, but IIRC that's not
 the
   case for you?
  
  True.
  
  But maybe a starting point?
 
 Or maybe gltestperf simply queues commands which take longer than the
 drmRadeonIrqWait() timeout (3 seconds IIRC)?
 
 
 -- 
 Earthling Michel Dänzer  | Debian (powerpc), X and DRI
 developer
 Libre software enthusiast|   http://svcs.affero.net/rm.php?r=daenzer
 
 
 
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[Bug 819] UT2004 with recent DRI CVS dies on startup

2004-07-05 Thread bugzilla-daemon
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http://freedesktop.org/bugzilla/show_bug.cgi?id=819   
   

[EMAIL PROTECTED] changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED




--- Additional Comments From [EMAIL PROTECTED]  2004-07-05 18:48 ---
This problem seems to be fixed as of today. I'm marking it FIXED. 

   
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