Test.

2010-12-05 Thread Mike Mestnik
Test of email delivery from legacy list.


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dri-devel/user: List(s) SF.N

2010-12-04 Thread Mike Mestnik
Hello dri-devel/user,
  It looks like these lists are no-longer in use, except for some bug 
tracker tickets there is vary little traffic on these lists.

The lists currently being used are here:
http://lists.freedesktop.org/mailman/listinfo/dri-devel
http://lists.freedesktop.org/mailman/listinfo/dri-users

I'm just informing you of this because I've just discovered it for 
myself and I wanted to make you aware that you may still be a 
subscriber.  I'm also testing to see if the new lists will receive this 
message.


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Re: *Done* Working GTA3, sometimes.

2006-06-25 Thread Mike Mestnik


--- Mike Mestnik [EMAIL PROTECTED] wrote:

 
 The game always(mostly) loads under cedega 5.1.1, but I only get a
 working setup now and then.
 
 Mostly the screen is black and no-one seams to know how to test what
 'black' means.
 
 I am able to play some times and the game workes just fine! Here is my
 saved game folder...
 
 -rw-r--r-- 1 cheako cheako 201820 Mar 10 22:49 GTA3sf3.b
 -rw-r--r-- 1 cheako cheako 201820 Mar 10 22:49 GTA3sf2.b
 -rw-r--r-- 1 cheako cheako 201820 Mar 10 22:49 GTA3sf1.b
 -rw-r--r-- 1 cheako cheako 201820 Jun 23 19:34 GTA3sf8.b
 
 The Mar 10 games are the ones that pointed me towrds 5.1.1.  I'm using
 reacent video drivers, from DRI snapshot.
 common-20060311-linux.i386
 r300-20060306-linux.i386
 
 I seam to get some luck removing gta3.set from the saved game folder,
 but with how unstable everything is luck is all I get.
 
 I'll try and compare a working run with a failed run, but what would I
 compare?
 
 The screen is black for the title page and the menu.  Moves are only
 slow and are visable with sound.  I hit space twice as cedega
 recomends
 to skip the slow movies.
 
 Even the cedega memory-usage overlay is not shown.
 


Re: Working GTA3, sometimes. ATI/r300
by cheako on Sunday June 25, 2006 @ 7:43PMnew.


I got it!!

I had to hack the binary file gta3.set.
dd if=/dev/zero of=gta3.set bs=1652 count=1

After that the game would start, but you can not play. You need to go
into the Control and Audio pages and reset them to default. Do NOT set
Display options to default, but instead only adjust(I max) the distance
setting. I also turn on subtitles.

Then that game loads and runs fine.


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Working GTA3, sometimes.

2006-06-23 Thread Mike Mestnik

The game always(mostly) loads under cedega 5.1.1, but I only get a
working setup now and then.

Mostly the screen is black and no-one seams to know how to test what
'black' means.

I am able to play some times and the game workes just fine! Here is my
saved game folder...

-rw-r--r-- 1 cheako cheako 201820 Mar 10 22:49 GTA3sf3.b
-rw-r--r-- 1 cheako cheako 201820 Mar 10 22:49 GTA3sf2.b
-rw-r--r-- 1 cheako cheako 201820 Mar 10 22:49 GTA3sf1.b
-rw-r--r-- 1 cheako cheako 201820 Jun 23 19:34 GTA3sf8.b

The Mar 10 games are the ones that pointed me towrds 5.1.1.  I'm using
reacent video drivers, from DRI snapshot.
common-20060311-linux.i386
r300-20060306-linux.i386

I seam to get some luck removing gta3.set from the saved game folder,
but with how unstable everything is luck is all I get.

I'll try and compare a working run with a failed run, but what would I
compare?

The screen is black for the title page and the menu.  Moves are only
slow and are visable with sound.  I hit space twice as cedega recomends
to skip the slow movies.

Even the cedega memory-usage overlay is not shown.


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Re: *Done* R300: GL_INVALID_ENUM in glStencilFunc.

2006-06-22 Thread Mike Mestnik


--- Mike Mestnik [EMAIL PROTECTED] wrote:

 
 
 --- Mike Mestnik [EMAIL PROTECTED] wrote:
 
  
  
  --- Mike Mestnik [EMAIL PROTECTED] wrote:
  
   I keep trying to send this :(
   
  
 

http://www.transgaming.com/showthread.php?forum=1262thread=61671msg=61671
   
   LIBGL_ALWAYS_INDIRECT works.
   
   Grand Theft Auto III, in game black screen. - Request for support
   (open) more
   help needed
   by cheako on Tuesday June 13, 2006 @ 10:20PM.
   
   
   Cedega Version: 5.1.4
   Distribution: Debian
   Video Card: ATI X600. Driver: DRI r300
   Sound Card: Black Sheep - onboard. Driver: ALSA
   Game Title: Grand Theft Auto III 3 three
   
   
   Using LIBGL_ALWAYS_INDIRECT fixes this problem. If any one else
   reports it this
   could be a bug in the r300 driver.
   
   
   I was playing GTA3 and then I don't know what I did, but now after
  the
   intro
   movies(hit space twice!!) all I get is a black screen. I'm able to
   start the
   game and even drive around blindly with the cops after me. The
 speed
   is fast
   and I'm sure I get hardware rendering...
   libGL: XF86DRIGetClientDriverName: 4.0.3 r300 (screen 0)
   libGL: OpenDriver: trying /usr/X11R6/lib/modules/dri/r300_dri.so
   drmOpenByBusid: Searching for BusID pci::02:00.0
   drmOpenDevice: node name is /dev/dri/card0
   drmOpenDevice: open result is 14, (OK)
   drmOpenByBusid: drmOpenMinor returns 14
   drmOpenByBusid: drmGetBusid reports pci::02:00.0
   EOF
   
   
   Re: Grand Theft Auto III, in game black screen.
   by cheako on Tuesday June 13, 2006 @ 10:48PM.
   
   
   Ohh, wait...
   
   This is with MESA_DEBUG.
   Mesa: User error: GL_INVALID_ENUM in glStencilFunc
   
   I don't get this with LIBGL_ALWAYS_INDIRECT, a goggle says that
 this
  
  
  
  Re: Grand Theft Auto III, in game black screen.
  by ovek on Tuesday June 20, 2006 @ 4:07AMnew.
  
  
  That is normal. GTA3 initially sets an invalid stencil operation
  (zero),
  which Cedega converts into an invalid enum (zero) when converting it
  into a glStencilFunc call, and Mesa doesn't like it.
  
  Since stenciling is also disabled, this is not a problem. The game
  does
  set a valid stencil operation when it actually needs stenciling.
  
  The reason you don't see the message when you use
  LIBGL_ALWAYS_INDIRECT
  is because when doing indirect rendering, you no longer use Mesa
  client
  side. The server side Mesa, running inside the X server, can neither
  see
  your environment variables nor output to your terminal.
  
 I got some more news on this.  I can once again use software rendering
 to play this game.
 
 r300 is still not working.  I don't think this is the problem, but no
 harm in posting it.
 File r300_render.c function r300Fallback line 784
 fallback:ctx-RenderMode != GL_RENDER
 
 
 What am I left with, would a register dump help?
 I will keep testing, but it's tempting to play games that work.
 
 Diablo II with internal SW rendering.
 Warcraft III, with the r300 drivers.
 Quake3, with the Urban Terror mod.
GTA-III, with Cedega 5.1.1(and not 5.2 or anything pre 5.1)

 
   is for not
   drawing things. How do I know if this is emitted by the app,
 cedega,
   or mesa?
   
   
   
   
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Re: R300: GL_INVALID_ENUM in glStencilFunc.

2006-06-21 Thread Mike Mestnik


--- Mike Mestnik [EMAIL PROTECTED] wrote:

 
 
 --- Mike Mestnik [EMAIL PROTECTED] wrote:
 
  I keep trying to send this :(
  
 

http://www.transgaming.com/showthread.php?forum=1262thread=61671msg=61671
  
  LIBGL_ALWAYS_INDIRECT works.
  
  Grand Theft Auto III, in game black screen. - Request for support
  (open) more
  help needed
  by cheako on Tuesday June 13, 2006 @ 10:20PM.
  
  
  Cedega Version: 5.1.4
  Distribution: Debian
  Video Card: ATI X600. Driver: DRI r300
  Sound Card: Black Sheep - onboard. Driver: ALSA
  Game Title: Grand Theft Auto III 3 three
  
  
  Using LIBGL_ALWAYS_INDIRECT fixes this problem. If any one else
  reports it this
  could be a bug in the r300 driver.
  
  
  I was playing GTA3 and then I don't know what I did, but now after
 the
  intro
  movies(hit space twice!!) all I get is a black screen. I'm able to
  start the
  game and even drive around blindly with the cops after me. The speed
  is fast
  and I'm sure I get hardware rendering...
  libGL: XF86DRIGetClientDriverName: 4.0.3 r300 (screen 0)
  libGL: OpenDriver: trying /usr/X11R6/lib/modules/dri/r300_dri.so
  drmOpenByBusid: Searching for BusID pci::02:00.0
  drmOpenDevice: node name is /dev/dri/card0
  drmOpenDevice: open result is 14, (OK)
  drmOpenByBusid: drmOpenMinor returns 14
  drmOpenByBusid: drmGetBusid reports pci::02:00.0
  EOF
  
  
  Re: Grand Theft Auto III, in game black screen.
  by cheako on Tuesday June 13, 2006 @ 10:48PM.
  
  
  Ohh, wait...
  
  This is with MESA_DEBUG.
  Mesa: User error: GL_INVALID_ENUM in glStencilFunc
  
  I don't get this with LIBGL_ALWAYS_INDIRECT, a goggle says that this
 
   
 
 Re: Grand Theft Auto III, in game black screen.
 by ovek on Tuesday June 20, 2006 @ 4:07AMnew.
   
 
 That is normal. GTA3 initially sets an invalid stencil operation
 (zero),
 which Cedega converts into an invalid enum (zero) when converting it
 into a glStencilFunc call, and Mesa doesn't like it.
 
 Since stenciling is also disabled, this is not a problem. The game
 does
 set a valid stencil operation when it actually needs stenciling.
 
 The reason you don't see the message when you use
 LIBGL_ALWAYS_INDIRECT
 is because when doing indirect rendering, you no longer use Mesa
 client
 side. The server side Mesa, running inside the X server, can neither
 see
 your environment variables nor output to your terminal.
 
I got some more news on this.  I can once again use software rendering
to play this game.

r300 is still not working.  I don't think this is the problem, but no
harm in posting it.
File r300_render.c function r300Fallback line 784
fallback:ctx-RenderMode != GL_RENDER


What am I left with, would a register dump help?
I will keep testing, but it's tempting to play games that work.

Diablo II with internal SW rendering.
Warcraft III, with the r300 drivers.
Quake3, with the Urban Terror mod.

  is for not
  drawing things. How do I know if this is emitted by the app, cedega,
  or mesa?
  
  
  
  
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Re: R300: GL_INVALID_ENUM in glStencilFunc.

2006-06-20 Thread Mike Mestnik


--- Ian Romanick [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Ian Romanick wrote:
  Mike Mestnik wrote:
  
 How do I prove that?  I'm thinking they might try and say that a
 software mesa path is calling this, I'd assume that internally you
 would call something like _glStencilFunc.
 
 My other problem is that if the error is caught, why is the screen
 all
 black?  What would be the next step in tracking this down be?
  
  Figure out what value is being passed to glStencilFunc.  Try
 applying
  the attached patch.  That will print the value of the stencil
 function
  to the error message that you're already getting.
 
 I don't know why the patch file was empty.  Let's try again...
I got it from CVS.

I have a problem with my new audio(spdif) setup that causes some other
problems now.  I'll get back to you if/when I can reproduce this error.

What I hate the most is that I was playing this game until I upgraded
trying to get doom3 working.  At that time I was only using snapshots.


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Re: R300: GL_INVALID_ENUM in glStencilFunc.

2006-06-20 Thread Mike Mestnik


--- Mike Mestnik [EMAIL PROTECTED] wrote:

 I keep trying to send this :(
 

http://www.transgaming.com/showthread.php?forum=1262thread=61671msg=61671
 
 LIBGL_ALWAYS_INDIRECT works.
 
 Grand Theft Auto III, in game black screen. - Request for support
 (open) more
 help needed
 by cheako on Tuesday June 13, 2006 @ 10:20PM.
 
 
 Cedega Version: 5.1.4
 Distribution: Debian
 Video Card: ATI X600. Driver: DRI r300
 Sound Card: Black Sheep - onboard. Driver: ALSA
 Game Title: Grand Theft Auto III 3 three
 
 
 Using LIBGL_ALWAYS_INDIRECT fixes this problem. If any one else
 reports it this
 could be a bug in the r300 driver.
 
 
 I was playing GTA3 and then I don't know what I did, but now after the
 intro
 movies(hit space twice!!) all I get is a black screen. I'm able to
 start the
 game and even drive around blindly with the cops after me. The speed
 is fast
 and I'm sure I get hardware rendering...
 libGL: XF86DRIGetClientDriverName: 4.0.3 r300 (screen 0)
 libGL: OpenDriver: trying /usr/X11R6/lib/modules/dri/r300_dri.so
 drmOpenByBusid: Searching for BusID pci::02:00.0
 drmOpenDevice: node name is /dev/dri/card0
 drmOpenDevice: open result is 14, (OK)
 drmOpenByBusid: drmOpenMinor returns 14
 drmOpenByBusid: drmGetBusid reports pci::02:00.0
 EOF
 
 
 Re: Grand Theft Auto III, in game black screen.
 by cheako on Tuesday June 13, 2006 @ 10:48PM.
 
 
 Ohh, wait...
 
 This is with MESA_DEBUG.
 Mesa: User error: GL_INVALID_ENUM in glStencilFunc
 
 I don't get this with LIBGL_ALWAYS_INDIRECT, a goggle says that this



Re: Grand Theft Auto III, in game black screen.
by ovek on Tuesday June 20, 2006 @ 4:07AMnew.


That is normal. GTA3 initially sets an invalid stencil operation (zero),
which Cedega converts into an invalid enum (zero) when converting it
into a glStencilFunc call, and Mesa doesn't like it.

Since stenciling is also disabled, this is not a problem. The game does
set a valid stencil operation when it actually needs stenciling.

The reason you don't see the message when you use LIBGL_ALWAYS_INDIRECT
is because when doing indirect rendering, you no longer use Mesa client
side. The server side Mesa, running inside the X server, can neither see
your environment variables nor output to your terminal.

 is for not
 drawing things. How do I know if this is emitted by the app, cedega,
 or mesa?
 
 
 
 
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Re: R300: GL_INVALID_ENUM in glStencilFunc.

2006-06-19 Thread Mike Mestnik
On Mon, Jun 19, 2006 at 08:01:09AM -0600, Brian Paul wrote:
 Mike Mestnik wrote:
 I keep trying to send this :(
 
 http://www.transgaming.com/showthread.php?forum=1262thread=61671msg=61671
 
 LIBGL_ALWAYS_INDIRECT works.
 
 Grand Theft Auto III, in game black screen. - Request for support (open) 
 more
 help needed
 by cheako on Tuesday June 13, 2006 @ 10:20PM.
 
 
 Cedega Version: 5.1.4
 Distribution: Debian
 Video Card: ATI X600. Driver: DRI r300
 Sound Card: Black Sheep - onboard. Driver: ALSA
 Game Title: Grand Theft Auto III 3 three
 
 
 Using LIBGL_ALWAYS_INDIRECT fixes this problem. If any one else reports it 
 this
 could be a bug in the r300 driver.
 
 
 I was playing GTA3 and then I don't know what I did, but now after the 
 intro
 movies(hit space twice!!) all I get is a black screen. I'm able to start 
 the
 game and even drive around blindly with the cops after me. The speed is 
 fast
 and I'm sure I get hardware rendering...
 libGL: XF86DRIGetClientDriverName: 4.0.3 r300 (screen 0)
 libGL: OpenDriver: trying /usr/X11R6/lib/modules/dri/r300_dri.so
 drmOpenByBusid: Searching for BusID pci::02:00.0
 drmOpenDevice: node name is /dev/dri/card0
 drmOpenDevice: open result is 14, (OK)
 drmOpenByBusid: drmOpenMinor returns 14
 drmOpenByBusid: drmGetBusid reports pci::02:00.0
 EOF
 
 
 Re: Grand Theft Auto III, in game black screen.
 by cheako on Tuesday June 13, 2006 @ 10:48PM.
 
 
 Ohh, wait...
 
 This is with MESA_DEBUG.
 Mesa: User error: GL_INVALID_ENUM in glStencilFunc
 
 I don't get this with LIBGL_ALWAYS_INDIRECT, a goggle says that this is 
 for not
 drawing things. How do I know if this is emitted by the app, cedega, or 
 mesa?
 
 It's emitted by Mesa when the application makes an invalid API call.
 
 -Brian

How do I prove that?  I'm thinking they might try and say that a
software mesa path is calling this, I'd assume that internally you
would call something like _glStencilFunc.

My other problem is that if the error is caught, why is the screen all
black?  What would be the next step in tracking this down be?

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R300: GL_INVALID_ENUM in glStencilFunc.

2006-06-17 Thread Mike Mestnik
I keep trying to send this :(

http://www.transgaming.com/showthread.php?forum=1262thread=61671msg=61671

LIBGL_ALWAYS_INDIRECT works.

Grand Theft Auto III, in game black screen. - Request for support (open) more
help needed
by cheako on Tuesday June 13, 2006 @ 10:20PM.


Cedega Version: 5.1.4
Distribution: Debian
Video Card: ATI X600. Driver: DRI r300
Sound Card: Black Sheep - onboard. Driver: ALSA
Game Title: Grand Theft Auto III 3 three


Using LIBGL_ALWAYS_INDIRECT fixes this problem. If any one else reports it this
could be a bug in the r300 driver.


I was playing GTA3 and then I don't know what I did, but now after the intro
movies(hit space twice!!) all I get is a black screen. I'm able to start the
game and even drive around blindly with the cops after me. The speed is fast
and I'm sure I get hardware rendering...
libGL: XF86DRIGetClientDriverName: 4.0.3 r300 (screen 0)
libGL: OpenDriver: trying /usr/X11R6/lib/modules/dri/r300_dri.so
drmOpenByBusid: Searching for BusID pci::02:00.0
drmOpenDevice: node name is /dev/dri/card0
drmOpenDevice: open result is 14, (OK)
drmOpenByBusid: drmOpenMinor returns 14
drmOpenByBusid: drmGetBusid reports pci::02:00.0
EOF


Re: Grand Theft Auto III, in game black screen.
by cheako on Tuesday June 13, 2006 @ 10:48PM.


Ohh, wait...

This is with MESA_DEBUG.
Mesa: User error: GL_INVALID_ENUM in glStencilFunc

I don't get this with LIBGL_ALWAYS_INDIRECT, a goggle says that this is for not
drawing things. How do I know if this is emitted by the app, cedega, or mesa?




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Re: libglx requires new symbol in loader (Was: problem with binary dri snapshots)

2006-03-26 Thread Mike Mestnik


--- Felix Kühling [EMAIL PROTECTED] wrote:

 It looks like adding indirect acceleration added a new function to the
 loader that is used by libglx.so. So the new libglx won't work with
 older Xservers and I will have to build a new Xserver binary for
 snapshots/extras or add the Xserver to the snapshots. Yay!
 
I came up with two workable solutions for this problem.  The first one
can be implemented in multiple ways.
Make this function available as/in a module.  I understand that this is
part of the loader, but it should not be needed to boot-strap itself. 
The second implementation is to put this function in libglx.so, where it
 is used.

My other solution is to include an xorg-additions.c into the snapshots
that can be built and then linked against the installed xorg binary. 
This would need a configure script that detects what symbols are missing
.  Should not be too hard.

I would gladly put forth the effort to bring any solution to life, I
just would like to know what will/will-not be accepted.

 The problem with that is that the default ModulePath, RgbPath etc. I
 build with will only work with either one of Xorg 6.9 or 7.0, but not
 both. Hmm ... testing the latest and greatest stuff is getting
 messier.
 
 Regards,
   Felix
 
 Am Donnerstag, den 23.03.2006, 16:34 +0100 schrieb Michal Suchanek:
  Hello
  
  I tried installing the dri snapshots common-2006032[12]-linux.i386
  with r200-2006032[12]-linux.i386, and I get undefined symbol in
  libglx.so.
  
  After reinstalling xorg-server 1.0.2 the problem goes away but it is
  because the library is overwritten with the older version.
  
  Using the X server and modules from
  http://dri.freedesktop.org/wiki/Download does not help either.
  
  Attaching the X server output. I do not see the error in the
 /var/log/X* files.
  
  Thanks
  
  Michal
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Re: libglx requires new symbol in loader.

2006-03-26 Thread Mike Mestnik
--- Mike Mestnik [EMAIL PROTECTED] wrote:

 
 
 --- Felix K�hling [EMAIL PROTECTED] wrote:
 
  It looks like adding indirect acceleration added a new function to
 the
  loader that is used by libglx.so. So the new libglx won't work with
  older Xservers and I will have to build a new Xserver binary for
  snapshots/extras or add the Xserver to the snapshots. Yay!
  
 I came up with two workable solutions for this problem.  The first one
 can be implemented in multiple ways.
 Make this function available as/in a module.  I understand that this
 is
 part of the loader, but it should not be needed to boot-strap itself. 
 The second implementation is to put this function in libglx.so, where
 it
  is used.
 
I have a source file that can build a .o, so now all I have to do is
link it with something.  Build instructions are currently: replace
loadmod.c in an xorg tree with this one and make loadmod.o. Here is a
dependancy list for thoes interested.

LoadSubModuleLocal

Static marked with '*':
* doLoadModule

* InitPatterns
* LoaderGetCanonicalName
* InitPathList
* FindModule
* CheckVersion
* FreePathList
* FreePatterns

* PatternPtr
* stdPatterns
* PatternRec
* defaultPathList

* FreeStringList
* InitSubdirs
* FreeSubdirs

* stdSubdirs

Unresolved:
 U AddSibling
 U ErrorF
 U FatalError
 U LoaderGetOS
 U LoaderOpen
 U LoaderOptions
 U LoaderSymbol
 U LoaderVersionInfo
 U NewModuleDesc
 U UnloadModule
 U Xalloc
 U Xfree
 U Xstrdup
 U __xstat
 U regcomp
 U regerror
 U regexec
 U snprintf
 U sprintf
 U strcat
 U strchr
 U strcmp
 U strcpy
 U strlen
 U strncpy
 U strrchr
 U strstr
 U xf86ErrorF
 U xf86ErrorFVerb
 U xf86Msg
 U xf86MsgVerb

 My other solution is to include an xorg-additions.c into the snapshots
 that can be built and then linked against the installed xorg binary. 
 This would need a configure script that detects what symbols are
 missing
 .  Should not be too hard.
 
I missed Jeopardy last night...
What is an absolute file.
Dose some one know the answer, specificaly how can I introduce(link in)
more object data?

 I would gladly put forth the effort to bring any solution to life, I
 just would like to know what will/will-not be accepted.
 
  The problem with that is that the default ModulePath, RgbPath etc. I
  build with will only work with either one of Xorg 6.9 or 7.0, but
 not
  both. Hmm ... testing the latest and greatest stuff is getting
  messier.
  
  Regards,
Felix
  
  Am Donnerstag, den 23.03.2006, 16:34 +0100 schrieb Michal Suchanek:
   Hello
   
   I tried installing the dri snapshots common-2006032[12]-linux.i386
   with r200-2006032[12]-linux.i386, and I get undefined symbol in
   libglx.so.
   
   After reinstalling xorg-server 1.0.2 the problem goes away but it
 is
   because the library is overwritten with the older version.
   
   Using the X server and modules from
   http://dri.freedesktop.org/wiki/Download does not help either.
   
   Attaching the X server output. I do not see the error in the
  /var/log/X* files.
   
   Thanks
   
   Michal
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Re: Status of X600 (5B62) support inquiry; bug 5413

2006-03-14 Thread Mike Mestnik


--- Pawel Salek [EMAIL PROTECTED] wrote:

 Hi,
 
 (Q1) Can anybody summarize shortly what's the status of X600 (PCIID:  
 5B62, PCIE RV370 type card) support? I see its PCIID is still absent
 in  
 shared-core/drm_pciids.txt in spite of few success reports:
 
 http://sourceforge.net/mailarchive/message.php?msg_id=14645441 (BSD)
 http://sourceforge.net/mailarchive/message.php?msg_id=14281693 (Linux)
 
 The latter message is related to  
 https://bugs.freedesktop.org/show_bug.cgi?id=5413 - I am not sure  
 whether the patch 4547 attached to this report (Q2) should be  
 considered a cleanup or vital for the X600 support? Is it believed
 that  
 this patch should make X600 work with linux?
 
 For what is worth, I tried just appending the id to  
 shared-core/drm_pciids.txt and compiling it on the bleeding edge FC5t3
  
 (after disabling module signing and replacing the kernel drm code by  
 the one available in CVS freedesktop.org), and all I got was few drm  
 messages:
 
 [drm] Initialized drm 1.0.1 20051102
 [drm] Initialized radeon 1.23.0 20060225 on minor 0:
 [drm] Setting GART location based on old memory map
 [drm] Loading R300 Microcode
 [drm] writeback test succeeded in 1 usecs
 
 and a hang (the log messages were saved thanks to remote logging).
 
 Can anybody, please, answer Q1 and Q2, and comment on the hang? I
 would  
 try the binary snapshots to make sure I build drm right but the  
 snapshots obviously do not support this PCIID.
 
Was working fine for me, until trying to use a newer snapshot.  I still
need to patch drm_pciids.txt and copy over the /scripts dir before
./install.sh

 Pawel
 
 
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Snapshots have stoped at r300-20060206.

2006-02-19 Thread Mike Mestnik
There have been no new snapshots since the 6th.


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Re: R300 CVS move

2006-02-17 Thread Mike Mestnik


--- Vladimir Dergachev [EMAIL PROTECTED] wrote:

 
 Hi all,
 
  Both R300 drm and Mesa code has been imported into main CVS 
 repositories on freedesktop.org (drm and mesa3d correspondingly)
 
  Big thanks go to Eric Anholt :)
 
  While the CVS on r300.sf.net will remain open for anyone to
 experiment 
 with, I would suggest that r300 developers get freedesktop.org
 accounts 
 and access to DRM and Mesa3d CVS repositories.
 
There are a lot of Wiki and web pages that have not been updated.  It
would be nice if more current data was provided without having to sift
through mailing lists.

Hello Every Body, I'm Back!

  This has several advantages:
 
  * your latest code is available for wider testing
 
  * there is no hassle of synchronizing Mesa, DRM and
 R300.sf.net
source code
 
  * you work directly with the main repositories for DRM and
 Mesa.
 
  best
 
 Vladimir Dergachev
 
 
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Re: [r300] VB lockup found and fixed

2005-02-26 Thread Mike Mestnik

--- Nicolai Haehnle [EMAIL PROTECTED] wrote:

 On Friday 18 February 2005 16:03, Keith Whitwell wrote:
  Ben Skeggs wrote:
   I still have a 100% reproducable bug which I need to find the
 cause of,
   but time is once again a problem for me.  If I move a window over
 the 
 top
   of a glxgears window my machine locks up immediately, but sysrq
 still 
   works
   fine.
   
   
   I just discovered (and should've checked before), that I can ssh
 in and 
   successfuly
   kill glxgears, then X returns to normal.  I can have a partially
 covered 
   glxgears
   window and everything is fine, but as soon as the entire window
 (not 
   incl. window
   decorations) is covered, it seems that the 2d driver is unable to
 update 
   the screen.
  
  I think some of the other drivers do a 'sched_yeild()' or
 'usleep(0)' in 
  the zero cliprect case to get away from this sort of behaviour.
 
 Well, I can reproduce this bug and I tracked it down. There are a
 number of 
 problems here, and they all have to do with DMA buffer accounting.
 The first (trivial) problem is that nr_released_bufs was never reset
 to 0. 
 I've already fixed that in CVS.
 The real problem is that the following situation can occur when we
 have zero 
 cliprects:
 1. The command buffer contains a DISCARD command for a DMA buffer.
 2. We simply drop that command buffer because there are no cliprects,
 i.e. 
 nothing can be drawn.
 3. As a consequence, DMA buffers aren't freed.
 4. The rendering loop continues even though DMA buffers have been
 leaked, 
 which eventually causes all DMA buffers to be exhausted, and this
 causes an 
 infinite loop in r300RefillCurrentDmaRegion.
 
 The root cause is that we drop the command buffers with the DISCARD. I
 can 
 see two possible solutions to this problem:
 1. Wait until we have a cliprect again before submitting command
 buffers.
 2. Submit command buffers even when we have no cliprects. The kernel
 module 
 would basically ignore everything but the DISCARD commands.
 3. Something else?
 
 I don't like option (1) because it somehow assumes that the user
 program 
 only cares about OpenGL (and that's quite selfish). There are many use
 
 cases where it is plainly the incorrect thing to do:
 - A user running something like Quake in listenserver mode; if they
 switch 
 away from Quake for some reason (incoming messages, whatever), the
 server 
 will stop and eventuall all clients will timeout.
There are acctualy more common reasons why video games NEED a renderer
that dose not block or they should do all there rendering in another
thread ?Doom3?.

A video game typicaly lookes like this...
Get user input/Network Input
Process
Draw/Play/Network Responce
Loop

If the Draw part above dose not return ASAP then user input and network
pings will suffer grately!  What I mean is the player knowes about a
target(from a previous frame or sound) and he is stuck waiting 1/nth a
second for the nFPS OpenGL driver to return.

This is not the first time I have brought this up and I'm sad to see
that the point still has not been visable, must be getting cliped by
gethostbyname.

 - Imagine a chat application that uses some fancy 3D graphics for
 whatever 
 reason (glitz, for example). Now this application may just be in the
 middle 
 of drawing something when the user moves some other application above
 it. 
 The end result will be that the applications essentially becomes
 locked up 
 until it becomes visible again; in the mean time, the chat might time
 out 
 and disconnect the user.
 So (1) clearly isn't a good solution.
 
 Option (2) is more correct, but it does seem a little bit hackish.
 
 Any better ideas? Perhaps tracking which buffers were discarded?
 That's not 
 exactly beautiful either.
 
 cu,
 Nicolai
 
  
  Keith
 

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Re: OpenGL apps causes frequent system locks

2005-02-09 Thread Mike Mestnik
I'm using the new prebuilt debs that include an Xorg server and I get a
hardlock just after mode swich, befour the desktop shows.  There is no
usefull debuging I have been able todo, exept to say commenting out the
dri Xmod stopes the problem.  

2005.01.26-2 from John Lightsey [EMAIL PROTECTED].

Untill now I thought it was just me and my r200.

--- Geller Sandor [EMAIL PROTECTED] wrote:

 On Sun, 6 Feb 2005, Richard Stellingwerff wrote:
 
  On Sun, 06 Feb 2005 13:45:47 -0500, Michel Dänzer [EMAIL PROTECTED]
 wrote:
   Does it also happen without either or all of the options in the
 radeon
   device section?
 
  I just removed the AGPFastWrite and DynamicClocks options. The crashes
  still happen though.
 
 Looks like not only I have problems with the radeon driver. I update the
 X.org, drm, Mesa CVS once a week, but haven't found a working
 combination
 since 4-5 months...
 
 I don't intend to start a flame-war, but is there anybody who can use
 the
 r200 driver without X crashes? I'm testing X.org CVS regularly (almost
 on
 every weekend) with my RV280, with the latest linux 2.6 kernel.
 
 I checked out X.org on last Saturday, played with Descent3 for some
 minutes, it didn't crashed. Good. Restarted X, started Descent3 again,
 it
 crashed almost immediately, as expected :(( That's why I have a
 'shutdown
 -r 5' in the background, when I test X.org CVS...
 
 Compiled Mesa CVS, installed the libraries and the driver, started D3.
 (Descent3 looks great, textures are visible, thanks to Eric Anholt's
 projected texture patch which is in Mesa CVS) The game crashed X in a
 few
 seconds. This was expected too :((
 
 I tried out other OpenGL-based games, unfortunately, I can crash X with
 almost every game I have - it is only a matter of time. I tried setting
 color depth to 16 bit, changed the AGP to 1x in the system BIOS, none of
 these helped.
 
 Last time I used the 2.6.11-rc3 linux kernel, X.org CVS (updated on
 20050205), Mesa CVS (20050205, linux-x86-dri target). I didn't built the
 drm module, I used the kernel's radeon drm module. I used to test the
 drm
 compiled from the CVS version, but I found out, that it is only a matter
 of time to crash the X server, so I skipped the drm CVS test. Of course
 the real tests will be these:
 
 1. build and install everything from CVS, if the X server can be
 crashed,
  go to step 2, otherwise be happy :))
 2. use the X.org CVS version with the stock kernel's drm, if X still
  crashes, go to step 3. Otherwise use the  X.org CVS, live without
  projected textures...
 3. use the X.org and Mesa CVS versions. If X still crashes, then the bug
  can be in X.org or Mesa or in drm - I'm not able to trace down the
  problem.
 
 Unfortunately all 3 scenarios give the same result: X crashes.
 
 Is there any way I can help to track down the problem(s)? My machine
 doesn't have network connection, so I can use only scripts which run in
 the background. With expect and gdb maybe it is possible to get at least
 a
 backtrace from my non-local-interactive machine.
 
 Regards,
 
   Geller Sandor [EMAIL PROTECTED]
 
 
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Re: R200 depth tiling questions.

2005-02-06 Thread Mike Mestnik

--- Adam K Kirchhoff [EMAIL PROTECTED] wrote:

 Jacek Rosik wrote:
 
 Hi,
 
 Dnia 28-01-2005, pi± o godzinie 16:27 +0100, Roland Scheidegger
 napisa³(a): 
   
 
 Jacek Rosik wrote:
 
 
 Hi,
 
 I have some questions about r200 depth tiling. Generally I'm also 
 interested in r100 tiling too, but currently i work on r200.
 
 First of all in functions r200_mba_z16|32 from r200_span.c frontPitch
  offset is used. Is it intentional or just because depthOffset is 
 also the same? Maybe it should be depthOffset?
   
 
 Yes, I think depthPitch (you surely meant that, yes?) instead of
 frontPitch might be a good idea. I don't think there's a good reason
 to
 use frontPitch there, even though currently they are always the same.
 
 
 
 Yes, I meant depthPitch. They are the same but only for resolutions
 where width is multiple of 32. Depth pitch is rounded to be multiple of
 32. Hmm... I think that is wrong since tile size seems to depend on fb
 depth and probably tiles on r100 also have different sizes. So this is
 correct only for r200 with 32bpp fb depth.
 
   
 
 Depth tiles on r200 are 32x16 or 64x16, depending on FB depth, right?
 
 
   
 
 Well, the span functions would indicate that. It doesn't quite match
 the
 experiences made when implementing hyperz, however (where the same
 number of tiles needed to be cleared regardless of 16 or 32bit z
 depth,
 and tile size more seemed to correspond to 4x4 microtiles and 8x2
 macrotiles, thus a tile size of 32x8). I never really fully understood
 that however, something just doesn't fit. See th drm clear code for
 details.
 
 
 
 Thanks, I'll take a look at it.
 
   
 
 I don't quite follow third line before last? Can someone enlighten 
 me?
   
 
 You mean the pitch  0x20 stuff? Yeah, looks strange.
 Looking at it, it seems like it ensures that each block line starts 
 with alternating 2KB addresses (i.e. that 11th-bit). So y 0-15 will
 have 
 set that (for x 0-31) to 0, y 16-31 to 1 and so on.
 Seems to me like it might be related to how the ram is organized (e.g.
 
 something like ensuring it's on a different memory channel or
 different 
 bank or whatnot).
 
 
 Yeah, I thought something similar.
 
   
 
 This is, btw, quite similarly strange to what Stephane needed on his 
 rv100 to get the correct pixel address for color tiling, this one also
 
 tinkered with that 11th bit (see RadeonDoAdjustFrame).
 
 
 
 Generally if one could explain tiling a bit for me I would be 
 grateful. What I'm trying to do is to is to modify depthOffset to be
  as close to top-left corner of viewport as possible and modify. I 
 this possible with shared depth buffer. This means that each 3D 
 window would have different depthOffset but pointing to the same 
 shared buffer.
   
 
 I'm not sure if it's possible to do that with depthOffset (well
 maybe). 
 There is however an interesting bit in RB3D_CNTL 
 (R200_DEPTH_XZ_OFFEST_ENABLE, I guess XZ is a typo, just as is 
 OFFEST?) and the corresponding (?) register 
 (R200_RB3D_DEPTHXY_OFFSET), which sound to me like they are exactly 
 invented for that...
 
 
 
 So this would mean that depth buffer can start at different x,y than
 color buffer? Can someone with the docs confirm that.
 
 Anyway I think I will experiment with it a little more and see what
 I'll
 get. Unfortunately I'll be quite busy in next weeks, but I hope I'll
 get
 back to it soon.
 
 BTW: I have working solution for color but I wonder if this will work
 with color tiling. Of course offset Would have to be aligned to the
 closest tile. Can You take a look at it? (It's missing some bits but
 generaly apps which don't use depth should work Unfortunately I don't
 think there are many ;). Attached is a patch. Any comments are welcome.
   
 
 I somehow missed this discussion the first time, but thankfully Alex 
 pointed it out to me...
 
 Anyway...  I've applied your patch, Jacek.  It mostly works, but 
 definitely has some issues:
 
 http://68.44.156.246/glforestfire.png
 http://68.44.156.246/glplanet.png
 
 This is what happens when I move the window to the lower right hand 
 corner on a MergedFB setup running at 2560x1024.
 
The OFFSETS get changed but then the output needs to be translated back
into position.  AMY ONE HAVE A FIX FOR THIS

Also you seam tobe getting something I did not get.  In my attempts the
img moved to the boarder of the window, so that the cutoff was allways at
a window boundry.  This could mean there are some math problems in the
patch your using.

 Adam
 
 
 
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Re: Texture heap preference in driAllocateTexture

2005-01-25 Thread Mike Mestnik

--- Felix Kühling [EMAIL PROTECTED] wrote:

 Am Montag, den 24.01.2005, 15:27 -0800 schrieb Mike Mestnik:
  --- Felix Khling [EMAIL PROTECTED] wrote:
  
   Am Montag, den 24.01.2005, 18:12 +0100 schrieb Roland Scheidegger:
Felix Khling wrote:
 I intend to improve the heuristics that chooses the texture heap
 in
 driAllocateTexture. This may involve the texture size to
 allocate,
   the
 heap sizes and the amount of free space on each heap and maybe
 the
   ages
 of textures on each heap. I haven't thought too much about the
   details
 yet. If anyone has already put some thought into this I'd
 appreciate
 your input.
IMHO, the ages of textures might be crucial to get a reasonable 
heuristic. I'm not sure how much of a performance hit (especially
 with
   
agp 4x and the relatively slow savage chips) agp texturing has (if
 the
   
cards in question only have slow, narrow ram interfaces it might 
actually even be faster), but I would think that in general it
 would
   be 
beneficial to try local memory first, but if no
 recently-not-accessed 
textures exist (though determining of the threshold what is recent
 
enough might involve some black magic), just use the agp gart heap
 
instead of throwing some local texture out.
   
   At least on the Savage4 with 4x AGP there is no major performance
  Is there a way to clock this performance? on all chips?  If so this
 should
  be done by the DRM for the first fue runes of each size bracket, yes
 it's
  tax season.
 
 Not easily. You'd have to do some actual rendering with textures on
I was thinking allong the lines of not doing any thing extra exept getting
the time and comparing time stamps.  I just can't see how this would work
for something like a GPU/chip access.

 different heaps. In order to get meaningful numbers you'd have to do a
 lot of rendering (a few seconds in time) with each tex heap as texture
 source. This would be very hard to do in a driver-independent way. The
My asumption was we woulden't need these numbers untill after was had been
rendering since I was thinking about doing this system-wide.

 easiest way would probably be a hook in the driver. The easiest
 implementation of such a hook would be to return constants based on
 previous benchmarks. ;-)
 
This dosen't take into account memory bus speeds and AGP brige
vendor/product and settings.

  
   difference between local and AGP textures. However, the performance
 hit
   of texture uploads is really bad (could probably be improved a lot
 by
  This is too.
 
 With pipelined texture uploads this is hard to measure, because you're
 interested in throughput, not in latency. The Savage driver doesn't
 pipeline texture uploads, so it would be easier to measure, but you
 asked for something driver-independent, didn't you?
 
I didn't think it would be independent, the hooks should reside in the
text upload and *use* functions.  What would be driver-independent is
where, how and if the results are stored.

 Also, it's not at all clear to me how these two different performance
 values would influence the heap choice heuristics. Upload performance is
Let's say heap one(A) is half a fast as head two(B).  For every block(16
bytes?) in B that we swap out there should be 2 for A.  Basicaly so that
the time we spend swaping in each heap is the same, not the amount.

 easy to consider. But texture rendering performance is harder. Would you
 refuse to use the AGP heap because it's slower? Maybe in that case you'd
This is where things get driver-specific.  I don't realy think this of use
unless text can be premoted and demoted.  This type of performance may not
need to be measured.

 want to disable the AGP heap altogether.
 
  
   optimizing the tiling functions). So my assumptions for an
 optimization
   will be that, if you have to start kicking textures, you want to
 balance
   kicks fairly (proportionally?) between texture heaps.
   
I don't think the other criteria you suggest (such as texture size
 in 
relation to heap size) are really a good indicator where you'd
 want to
   
place the texture (ok for that just-fits-local-heap big texture
 you 
might be better off usually with gart heap so all other textures
 fit 
into local memory, but OTOH maybe it's the only texture currently
   really 
accessed).
   
   I started thinking about some variation of round robin that would
 ensure
  Weighted by ?performance?, ?total heap size?, ?number of textures?,
 ?avg
  texture size?, ?avg|max age?.  Then the textures in this heap should
 be
  unmaped by age.
 
 Weighted by heap size. In my eyes it makes sense that a heap with more
 data also has data uploaded and kicked at a higher rate. In the ideal
 case you'd observe the same behavior as if you arbitrarily split a
 single texture heap and measure the kick/upload rate on each part.
 
yes, but if one heap is slower it's kick/upload rate won't be able to be
as high per byte

Re: Texture heap preference in driAllocateTexture

2005-01-24 Thread Mike Mestnik

--- Felix Kühling [EMAIL PROTECTED] wrote:

 Am Montag, den 24.01.2005, 18:12 +0100 schrieb Roland Scheidegger:
  Felix Kühling wrote:
   I intend to improve the heuristics that chooses the texture heap in
   driAllocateTexture. This may involve the texture size to allocate,
 the
   heap sizes and the amount of free space on each heap and maybe the
 ages
   of textures on each heap. I haven't thought too much about the
 details
   yet. If anyone has already put some thought into this I'd appreciate
   your input.
  IMHO, the ages of textures might be crucial to get a reasonable 
  heuristic. I'm not sure how much of a performance hit (especially with
 
  agp 4x and the relatively slow savage chips) agp texturing has (if the
 
  cards in question only have slow, narrow ram interfaces it might 
  actually even be faster), but I would think that in general it would
 be 
  beneficial to try local memory first, but if no recently-not-accessed 
  textures exist (though determining of the threshold what is recent 
  enough might involve some black magic), just use the agp gart heap 
  instead of throwing some local texture out.
 
 At least on the Savage4 with 4x AGP there is no major performance
Is there a way to clock this performance? on all chips?  If so this should
be done by the DRM for the first fue runes of each size bracket, yes it's
tax season.

 difference between local and AGP textures. However, the performance hit
 of texture uploads is really bad (could probably be improved a lot by
This is too.

 optimizing the tiling functions). So my assumptions for an optimization
 will be that, if you have to start kicking textures, you want to balance
 kicks fairly (proportionally?) between texture heaps.
 
  I don't think the other criteria you suggest (such as texture size in 
  relation to heap size) are really a good indicator where you'd want to
 
  place the texture (ok for that just-fits-local-heap big texture you 
  might be better off usually with gart heap so all other textures fit 
  into local memory, but OTOH maybe it's the only texture currently
 really 
  accessed).
 
 I started thinking about some variation of round robin that would ensure
Weighted by ?performance?, ?total heap size?, ?number of textures?, ?avg
texture size?, ?avg|max age?.  Then the textures in this heap should be
unmaped by age.

 that each heap kicks an equal proportion of data on average over time.
Weighted by performance.  There is no need to force a slow heap to swap
the smae as a faster one.

 This would avoid the black magic of age thresholds and the like and
 would allow new textures to replace old textures on all heaps, thus
 reducing texture trashing on the first heap.
 
Texture trashing on faster heaps should be encouraged, providad there is
nothing realy old on any other heap.

Mike

  
  Roland
  
 -- 
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Re: Radeon and viewport size limits.

2005-01-21 Thread Mike Mestnik

--- Michel Dänzer [EMAIL PROTECTED] wrote:

 On Thu, 2005-01-20 at 20:09 +0100, Jacek Rosik wrote:
  
  Anyway I don't think that these groups would be multiple of 2048. I
  can't set offset to any value, it must be aligned as i wrote before.
 So
  this would be something around 2040. Or, am I missing something?
 
 The alignment only matters for the first group I think, the other ones
 will automatically be aligned.
 
This is correct.  Just out of curiosity is it posible to have the viewport
be smaller then 2048, something better/diffrent then using a cliprect. 
The reason I ask is that I'd like to play around with rendering to
slivers(6 * Y) vs (128 * Y). It would look ugly to have more then just
OFFSET == (X | 16), I.E. if Y  2048 and (Y - X)  4096; OFFSET = ((X - (Y
- X) / 4) | 16).

 
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Re: Radeon and viewport size limits.

2005-01-20 Thread Mike Mestnik

--- Jacek Rosik [EMAIL PROTECTED] wrote:

 Dnia 20-01-2005, czw o godzinie 13:59 -0500, Michel Dänzer napisa³(a):
  On Thu, 2005-01-20 at 12:49 +0100, Jacek Rosik wrote:
   
   Radeon and R200 drivers report GL_MAX_VIEWPORT_DIMS=4096, 4096,
 but I
   think that hardware can maximally suport 2048, 2048. Anyway I
 don't
   think current drivers don't even support 1, 1 if window will be
 placed
   further from top left corner than 2048 in any direction.
  
  Yes, this has been discussed a couple of times before.
  
   So, I was trying to fix this problem by changing offset used by
   accelerator to point to top left corner of the viewport.
  
  This will likely be a useful optimization, but the general solution is
  probably needed as well: Split cliprects on boundaries of multiples of
  2048 and iterate over the resulting 'cliprect regions' with the
 viewport
  state changing as necessary for every iteration.
 
 That's exactly what I'm trying to achieve as my end result :). Changing
 offset if first point of my plan, when I have this working I can move on
 to splitting cliprects and iterating over the resulting groups. As I
 understand it now i need to change offset for each such group.
 
I was able to change the offset, but I got stuck with then having to
translate all the drawing back into place.  What would happen was the
gears would be moved right and no longer be centered.  I'd love to
continue once I see a solution to this problem.

 Anyway I don't think that these groups would be multiple of 2048. I
 can't set offset to any value, it must be aligned as i wrote before. So
 this would be something around 2040. Or, am I missing something?
 
1024 would be good(1/2) but 2/3 will sometimes get better results.  3/4
since it's (1536)110b or 0x600 would probly be the best.  Trying
to break it up into larger/smaller fractions will result in a sliver(5 x
Y) being rendered too, I don't see why this would be good.  Keep in mind
that triangles that cross these lines might need to be emited twice.

Only testing can tell thought, I'd be happy to help here.

 Best,
 -- 
 Jacek Rosik [EMAIL PROTECTED]
 
 
 
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Building DRI snapshots for sarge once stable, big problems if nothing is done.

2005-01-05 Thread Mike Mestnik
I have not heard from the debian X ppl on if, at this late hour, thay will
accept patches for things like this.

--- Michel Dänzer [EMAIL PROTECTED] wrote:

 On Thu, 2004-12-30 at 12:33 -0800, Mike Mestnik wrote: 
  --- Michel Dnzer [EMAIL PROTECTED] wrote:
  
 * X server from the X.Org tree.
  Will building the X.Org binarys and puting them on a system expecting
  Xfree86 binarys work?
 
 Hmm, there may indeed be issues, in particular related to stuff like
 XKB. Someone would have to try... or, if you (or anybody else, for that
 matter) want to make snapshots from XFree86 CVS instead, go ahead.
 
This is what I'v beed trying to say.
1. The old xc tree is dead.
2. It's currently the only way to build Xfree86 server for Debian.
Look at the recent(2004.11.23) source!
3. This has recently stoped working.
Can we fix this as an easy way out?
4. It would be nice to fold these changes into Debian's Xfree86.
5. What are these changes?

6. Replacing Xorg for Xfree86 on Debian stable(sarge)...
 Dosen't seem like a good idea, the day for this may come but it is
not this day.

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




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glxcmds.c: Building with Debian's Xfree86.

2005-01-03 Thread Mike Mestnik
I came accross a building broblem I'm not able to handle.  AFAICT there is
a problem in one of the GL or X11 header files.

glxcmds.c: In function `CreateContext':
glxcmds.c:504: error: `X_GLXCreateNewContext' undeclared (first use in
this function)
glxcmds.c:504: error: (Each undeclared identifier is reported only once
glxcmds.c:504: error: for each function it appears in.)
glxcmds.c:516: error: `xGLXCreateContextWithConfigSGIXReq' undeclared
(first use in this function)

I found these in glxproto.h but including this file dose not solve the
problem, it only creates another one(missing CARD32).  I eventually came
full circle when I included both X11/Xdm.h and glxproto.h.

Could it be that these .h files are order dependent?  glxproto.h includes
glxclient.h wich includes glxmd.h(This file should include it's parent
X11/Xdm.h , no?).  However glxproto.h hase no includes, should there AT
THE VARY LEAST be a remark listing what X11/Xorg and glx/dri headers is
needs.

All of this might be folly as last time I used DRI w/o DRI's xfree86
server(That is dead) I got ABI errors.




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Re: libdrm issues blocking accelerated indirect GL

2005-01-02 Thread Mike Mestnik

--- Roland Mainz [EMAIL PROTECTED] wrote:

 Jon Smirl wrote:
   glxProxy effectively would put the GL rendering in its own thread. 
 And
   nothing necessarily prevents us from creating a new thread for
 in-server DRI.
  
   If the rendering is properly encapsulated, then making it
 multicore-friendly
   is cheap and easy; if libglx is redone such that both in-process and
   out-of-process indirect GL are possible, then the rendering is
 probably
   pretty close to being properly encapsulated.
  
   Not disagreeing with you, just saying that discussion is quite a bit
 down the
   line ;).
  
  Why is this so different that what a local process does right now? For
  the remote GLX user split off a new process, it uses DRI to do all of
  it's drawing and then calls back into the server for GLX. A more
  efficient scheme would be for the server to directly run GLX calls
  when received from the remote user and then ship all of the GL call
  off to the second process.
 
 The idea of forking a complete new process worries me a lot... why is it
What's the problem, if it's only done at client connect(read as once in a
while)?

 neccesary to use a new process here and no new thread ? A thread could
 communicate much easier with the main Xserver thread than a fully-blown
 new process and would even share the same memory mappings...
What about root privs?  I'm talking in terms of exploit prevention.

 
  Has anyone ever considered a model where the X server process forks
Many times, in history it has been an exepted idea.  Would you like to
actualy code this?

  off another process for each remote user, and the that process listens
  on the remote net connection and makes X/GL/GLX calls just like a
  local process, forwarding GLX/X requests to the server process as
  needed? This may be the best model for the X on GL world.
 
 1. Doesn't this mean we will have multiple process switches just to
 process the traffic ?
No, you close the handel in the parent process and release/logout on
SIGCHILD.  Connection 'back' the the X server could be done prefork so
there is 'NO' chance of the process not being able to connect.

 2. How will such a model handle applications which render in the same
 window but run under different UIDs ?
 
Why would [EMAIL PROTECTED] have a UID on host foo?  For a local connection this
whole thread dose not apply.

 
 
 Bye,
 Roland
 
 -- 
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Re: dri_util.c:157: warning: pointer targets differ in signedness.

2004-12-30 Thread Mike Mestnik

--- Michel Dänzer [EMAIL PROTECTED] wrote:

 On Wed, 2004-12-29 at 17:46 -0800, Mike Mestnik wrote:
  --- Philip Armstrong [EMAIL PROTECTED] wrote:
  
   On Tue, Dec 28, 2004 at 06:41:38PM -0600, John Lightsey wrote:
First let me say that if anyone would like to take over updating
 the
dri-trunk-sid packages on a semi-regular basis, I'd really
 appreciate
it.  I don't track the Debian X or DRI mailing lists closely
 enough to
keep up with changes.
   
   I'd like to, but I'm not sure I have the time. I'll pull the sources
   over sometime over the new year and take a look.
   
  This might not be posible untill there is a sutable Xserver avalable
 !with
  out! using DRI's old xc tree, read below.
 
 The DRI xc tree is dead, it's been folded into the X.Org tree.
 
I know, this causes a problem for any one building Xfree86 DRI.  We need
to fold the DRI xc tree into Xfree86 or stop using Xfree86 alltogether.

 
On Tue, 2004-12-28 at 15:00 -0800, Mike Mestnik wrote:
 At this time Xorg is used for most of the DRI development.  It
 also
   seams
 that the dri, glx, and opengl Xdrivers can be built in the Mesa
 tree
   with
 libGL and the dri_ Xdrivers.  Since Mesa is now able to build
   against
 Xfree86 and Xorg this would seam to fix most of the problems.
 

This is news to me.  I thought the current recommended way of
 doing
things was to build an Xorg xserver, glx, and libgl, then build
 the 3D
drivers in Mesa.
   
   Maybe he's referring to embedded Mesa?
   
  No, the current unofficial pkgs use the OLD xc tree to build Mesa and
 we
  also need to build X from that tree.  Since the Mesa tree has changed
 the
  xc tree is now totaly bittroten, with no reason to correct this.  I
 don't
  think it will be posible to build the Xserver binary w/o using a(read
 as
  any) xc tree.  The only solution I see is to port the needed, if any,
  changes to a working and maintained xc tree.
  
  When this is done the only problem that remains is the 2d Xdrivers, as
 I
  woulden't expect any one to pickup the MeargedFB code.  
 
 The DRI xc tree has been folded into the X.Org tree, including MergedFB
 etc.; it's dead.
 
Read Above.

 
  I think with little effort the Mesa tree can be made to build a wider 
  veriaty of Xdrivers since currenty the 3d Xdrivers are built in this
 tree.
 
 What 'veriaty of Xdrivers' are you talking about, in particular, what's
 a '3d Xdriver'? If you mean DDX drivers, I don't think those will ever
 build in the Mesa tree.
 
I'm talking about 2d Xdrivers, where current MergedFB is built.  I think
these can be built with the Mesa/lib/r200_dri.so files that live in
X11R6/lib/modules/dri/r200_dri.so?

 
  I think this is the best way to get the Debian DRI pkgs building
 again.  I
  would hope that some one familure with Mesa builds would atleast
 create
  the makefiles and symlinked headers for the 2d Xdrivers to build on.  
 
 FWIW, if I had the time to work on those packages again, I'd do it along
 the lines of:
 
   * DRM packages from the directory du jour of the mess that is the
 DRI CVS drm module.
   * libGL and 3D drivers from the Mesa tree (building libGL requires
 adding glxproto.h to the tree though).
   * X server from the X.Org tree.
Will building the X.Org binarys and puting them on a system expecting
Xfree86 binarys work?  When sarge is released there will be ppl(like me)
not willing to run Xorg, since it's not shiped with sarge.

 
 
  The real problem is how to get the changes out of the old xc tree,
 this I
  can't solve but I know it must be done, if it must be done.
 
 Repeat after me: The DRI xc tree has been folded into the X.Org tree;
 it's dead. The...
 
The DRI xc tree has been folded into the X.Org tree; it's dead.
Ohh, lord what will we do?

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




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Re: dri_util.c:157: warning: pointer targets differ in signedness.

2004-12-30 Thread Mike Mestnik

--- Dave Airlie [EMAIL PROTECTED] wrote:

 
  
  I know, this causes a problem for any one building Xfree86 DRI.  We
 need
  to fold the DRI xc tree into Xfree86 or stop using Xfree86
 alltogether.
 
  I'm talking about 2d Xdrivers, where current MergedFB is built.  I
 think
  these can be built with the Mesa/lib/r200_dri.so files that live in
  X11R6/lib/modules/dri/r200_dri.so?
 
 here you are talking about 2D drivers, mergedfb is a 2D thing really,
 it's
 been merged into Xorg, but not XFree86, take it up with XFree86,
 
 Alanh merges DRI changes into the XFree86 tree still on a regular basis,
 but mergedfb isn't really a DRI change it was just developed in the DRI
 tree as the XFree86 tree was too closed shop for anyone to use... so I
 don't think he can merge it into the XFree86 tree (I've no idea how
 their
 developers work or don't...)
 
This unfortunatly will not help with snapshots or Debian.  When Debian's
next realese sarge is frozen no more upgrades from the Xfree86 tree will
be made.

Untill recent changes to the Mesa tree have made building the DRI xc tree
next to imposible this has not been a problem.  Now that the xc tree is
dead Debian users who wish to run DRI snapshots are left with ought any
*GOOD* way of doing so.

 Dave.
 
 -- 
 David Airlie, Software Engineer
 http://www.skynet.ie/~airlied / airlied at skynet.ie
 pam_smb / Linux DECstation / Linux VAX / ILUG person
 
 




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Re: dri_util.c:157: warning: pointer targets differ in signedness.

2004-12-29 Thread Mike Mestnik

--- Philip Armstrong [EMAIL PROTECTED] wrote:

 On Tue, Dec 28, 2004 at 06:41:38PM -0600, John Lightsey wrote:
  First let me say that if anyone would like to take over updating the
  dri-trunk-sid packages on a semi-regular basis, I'd really appreciate
  it.  I don't track the Debian X or DRI mailing lists closely enough to
  keep up with changes.
 
 I'd like to, but I'm not sure I have the time. I'll pull the sources
 over sometime over the new year and take a look.
 
This might not be posible untill there is a sutable Xserver avalable !with
out! using DRI's old xc tree, read below.

  On Tue, 2004-12-28 at 15:00 -0800, Mike Mestnik wrote:
   At this time Xorg is used for most of the DRI development.  It also
 seams
   that the dri, glx, and opengl Xdrivers can be built in the Mesa tree
 with
   libGL and the dri_ Xdrivers.  Since Mesa is now able to build
 against
   Xfree86 and Xorg this would seam to fix most of the problems.
   
  
  This is news to me.  I thought the current recommended way of doing
  things was to build an Xorg xserver, glx, and libgl, then build the 3D
  drivers in Mesa.
 
 Maybe he's referring to embedded Mesa?
 
No, the current unofficial pkgs use the OLD xc tree to build Mesa and we
also need to build X from that tree.  Since the Mesa tree has changed the
xc tree is now totaly bittroten, with no reason to correct this.  I don't
think it will be posible to build the Xserver binary w/o using a(read as
any) xc tree.  The only solution I see is to port the needed, if any,
changes to a working and maintained xc tree.

When this is done the only problem that remains is the 2d Xdrivers, as I
woulden't expect any one to pickup the MeargedFB code.  I think with
little effort the Mesa tree can be made to build a wider veriaty of
Xdrivers since currenty the 3d Xdrivers are built in this tree.

I think this is the best way to get the Debian DRI pkgs building again.  I
would hope that some one familure with Mesa builds would atleast create
the makefiles and symlinked headers for the 2d Xdrivers to build on.  The
real problem is how to get the changes out of the old xc tree, this I
can't solve but I know it must be done, if it must be done.

 Phil
 
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Re: dri_util.c:157: warning: pointer targets differ in signedness.

2004-12-29 Thread Mike Mestnik

--- John Lightsey [EMAIL PROTECTED] wrote:

 First let me say that if anyone would like to take over updating the
 dri-trunk-sid packages on a semi-regular basis, I'd really appreciate
 it.  I don't track the Debian X or DRI mailing lists closely enough to
 keep up with changes.
 
 On Tue, 2004-12-28 at 15:00 -0800, Mike Mestnik wrote:
  The source I'm using contains the old DRI xc.  I can see where the old
 xc
  source is needed to build the OLD Xserver and Mesa is needed there to
  build it's dri, glx, and opengl Xdrivers.  How ever I can't see why
 this
  old xc code has not been diffed in to debian's Xfree86?  Would
 submitting
  a patch to TDBTS help?
  
 
 I'm not a member of the Debian X team so I don't speak for them, but I
 wouldn't expect that a patch of DRI's changes to XFree86 will be
 accepted.  The reason I started updating Michel Daenzer's packages was
 that I needed MergedFB support and wanted some of the fixes that were
 being incorporated into DRI.  Requests for MergedFB in Debian's X
 packages date back to June 2003.  I wouldn't imagine there will be any
 major changes to Debian's X until Sarge releases.
 
  At this time Xorg is used for most of the DRI development.  It also
 seams
  that the dri, glx, and opengl Xdrivers can be built in the Mesa tree
 with
  libGL and the dri_ Xdrivers.  Since Mesa is now able to build against
  Xfree86 and Xorg this would seam to fix most of the problems.
  
 
 This is news to me.  I thought the current recommended way of doing
 things was to build an Xorg xserver, glx, and libgl, then build the 3D
 drivers in Mesa.
 
 http://dri.sourceforge.net/cgi-bin/moin.cgi/Building
 
The problem is building the Xserver.  I think this is why the xc tree is
used.  There is also the problem of building diffrent 2d XDrivers, for MFB
and the like.

 Rather than updating the dri-trunk-sid packages to build Xorg it might
 be easier to direct users to the experimental Xorg packages at
 
 http://debian.linux-systeme.com/
 
This lookes like a good solution.  If it where easy to use DRIs snapshots
then there would be little need for Debian pkgs.

 With a new libGL in place, installing Mesa and drm CVS by hand isn't
 that difficult and doesn't have to overwrite the packaged X server.  It
 would be nice if driconf had a way of overriding LIBGL_DRIVERS_PATH on a
 per-user or global basis though.
 
The Mesa tree can build both libGL and libGLU.  Last time I tryed using
Debian's xserver-xfree86 pkg with Mesa built libGL and 3d Xdrivers it
complained about ABI versioning and other stuff I had little desier to
read about.

  I got this after cvs updating the tar.gz of the unofficial debian
  source... This source is at least missing the DRI_NEW_INTERFACE_ONLY
  define dri_util.c:1073, cause it uses the xc Makefiles to build
 Mesa.
   
  dri_util.c: In function `glx_find_dri_screen':
  dri_util.c:157: warning: pointer targets in passing arg 1 of
  `glXGetProcAddress' differ in signedness
 
 I ran into the same problem, but this message convinced me there was
 little point in trying to fix it.
 

http://www.mail-archive.com/dri-devel@lists.sourceforge.net/msg20719.html
 
 John
 

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DRI Wiki has bad snapshots links.

2004-12-28 Thread Mike Mestnik
http://dri.freedesktop.org/wiki/Download

Has links to http://www.freedesktop.org/~dri/snapshots/, that should be
fixed up.  I would be gald to help, but the page is immutable.



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Doom3 screenshots.

2004-12-26 Thread Mike Mestnik
I'm putting broken Doom3 screenshots up at
http://train.is-a-geek.org/~cheako/.




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Re: Looking for some answers.

2004-12-20 Thread Mike Mestnik
This defenatly belongs on another Xrelated list.

--- Austin Yuan [EMAIL PROTECTED] wrote:

 On Sat, Dec 18, 2004 at 04:54:20AM +0800, Alex Deucher wrote:
  On Fri, 17 Dec 2004 10:35:42 +, Ian Molton [EMAIL PROTECTED] wrote:
   Hi.
   
   Is MergedFB going to replace xinerama in the long run?
   
  
  maybe.  they will probably co-exist for the forseeable future. 
  regular multi-head allows you do have two independant X servers
  while mergedfb always creates one single logical desktop.
  
 I have a question about regular multi-head with one card,two screens. 
 It allows we use two independant desktops. But from
 /etc/X11/xorg.conf,keyboard 
 and mouse configuration are included into ServerLayout section,not
 Screen 
 section. It seems that one Xserver can't use two independant keyboard
 and mouse.
 If I want to do a thing like this: one machine,1 video card with 2
 CRTS,2 mice,
 2 keyboard. The individual keyboard/mouse is intended to work with one
 CRT, so that
 2 person can use one machine at the same time. But one Xserver cann't
 handle this circumstance. 
 Miguel gave us a method on
 http://cambuca.ldhs.cetuc.puc-rio.br/multiuser/g450.html.
 But it needs to hack Xserver, and start up two Xservers running on
 fbdev. 
 Do you have some comment on this issue?
 
I would quote the original document...
I would love to see XFree86 supporting simultaneous layouts (without
another instance).

The X(7x) manpage has some info on how this should work under it's
DISPLAY NAMES section.

 
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Doom3 Blood over everything, Depth problem?

2004-12-20 Thread Mike Mestnik
http://train.is-a-geek.org/%7Echeako/DebthClear.tga
The blood that should be one the floor is on the gun, doors, walls(around
corners).  Also some other things like logos(sings) ect show through.

This could be a diffrent bug, but some times rounded walls seam to have a
translucent property to them.




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Re: Looking for some answers.

2004-12-19 Thread Mike Mestnik

--- Alex Deucher [EMAIL PROTECTED] wrote:

 On Sat, 18 Dec 2004 10:56:42 +, Ian Molton [EMAIL PROTECTED] wrote:
  Mike Mestnik wrote:
  
  if not, will xinerama be able to use 3D / Xv properly on radeon
 (9000)
  in the near future?
  
   I don't think there are any plans to support 3D for xinerama.
  
  Is there a technical problem or is it just lack of interest?
  
  
 
 It's somewhat of a technical problem.  It could be done with indirect
 rendering (opengl commands are send through the X server via glx), but
 that is not yet hw accelerated.  right now id does work with sw
 rendering.  With direct rendering the 3d app talks directly to the
 hardware via libGL, bypassing the Xserver.  if you wanted to support
 direct rendering with xinerama you'd have to have some sort of
 intellegent dispatch layer to coordinate rendering between potential
 multiple 3d engines.  Once we have hw accelerated indirect rendering,
 we could disable direct rendering when xinerama is active and use
If this realy was the correct solution?!  Now that we have futexs(In linux
6 any way) the shm-transportis has overcome one of it's big problems. 
Shared memory transports would speed lots(2d, 3d, X11R6) of the drawing
ops up, if it can be implemented so that it's faster then unix sockets.

In any event local client's that don't have access to the drm device would
use the Xserver for rendering, so there is at least one good reason to
implement DXRI(It is direct shared memory to an Xserver rendering).

 glxproxy to dispatch 3d commands to the backend X servers.  Mergedfb
 works because it's just one big framebuffer with two viewports looking
 into it so the 3d engine treats it as such.  It provides it's own
 version of xinerama so apps know how behave from a screen persective.
 
 Alex
 




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Re: Looking for some answers.

2004-12-17 Thread Mike Mestnik

--- Ian Molton [EMAIL PROTECTED] wrote:

 Hi.
 
 Is MergedFB going to replace xinerama in the long run?
 
MergedFB only workes on hardware that supports it, where both heads can
share the same continious framebuffer.  This can only be done if the
DACs(heads) share the same video memory.

 if not, will xinerama be able to use 3D / Xv properly on radeon (9000) 
 in the near future?
 
I don't think there are any plans to support 3D for xinerama.

 why doesnt radeon xinerama use mergedFB techniques to acieve its ends ?
 
The only big hurdel is wather or not the heads share enuff videomemory for
the entire FB.

 
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Re: New ioctl for surface allocation/deallocation

2004-12-08 Thread Mike Mestnik

--- Stephane Marchesin [EMAIL PROTECTED] wrote:

 Michel Dänzer wrote:
 
 
 +   // allocate the surface
 +   for(i=0;i8;i++)
 +   if (!(dev_priv-surfaces(1i)))
 +   break;
 +
 +   if (i=8)
 +   return DRM_ERR(ENOMEM);
 +   else
 +   dev_priv-surfaces=(1i);
 +   
 +   if ( DRM_COPY_TO_USER( alloc.surface, i, 
 +  sizeof(int) ) ) {
 +   DRM_ERROR( copy_to_user\n );
 +   return DRM_ERR(EFAULT);
 
 
 IMHO it should also manage the ranges (prevent overlapping, ...) and
 parameters of the surfaces.
 
 Ok, that was one of my doubts.
 So if we go that route, it would manage the ranges, prevent overlapping,
 
 and also try to spare the surfaces by merging adjacent ones with 
 similar properties.
 
 
 
 +   DRM_COPY_FROM_USER_IOCTL( memfree, (drm_radeon_mem_free_t __user
 *)data,
 + sizeof(memfree) );
 +
 +   dev_priv-surfaces= (~(1memfree.surface));
 
 
 It should definitely ensure that only the owner can free a surface
 though. It would also need to free a client's surfaces if it dies, etc.
 
 How do you know the owner ? I'm not sure the pid would be enough.
 
I'm sure there is a better way, also keep inmind GLX-remote direct
rendering.

For now using the PID to get the UID and EUID would allow any process by
that user to dealloc the reasource(for threaded programs).

 Stephane
 
 
 
 
 
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Re: Multiple hardware locks

2004-11-01 Thread Mike Mestnik

--- Thomas Hellström [EMAIL PROTECTED] wrote:

 
 You are probably right, and it would be quite easy to implement such
 checks in the via command verifier as long as each lock is associated
 with
 a certain hardware address range.
 
 However, I don't quite see the point in plugging such a security hole
 when
 there are a similar ways to accomplish DOS, hardware crashes and even
 complete lockups using DRI.
 
The ideas is to plug all of them, soner or later.

 On via, for example, writing random data to the framebuffer, writing
 random data to the sarea, taking the hardware lock and sleeping for an
 indefinite amount of time. Writing certain data sequences to the HQV
 locks
 the north bridge etc.
 
 Seems like DRI allow authorized clients to do these things by design?
 
 
 /Thomas
 
 
 
 
 
 
 
 
 
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Re: Multiple hardware locks

2004-11-01 Thread Mike Mestnik

--- Nicolai Haehnle [EMAIL PROTECTED] wrote:

 On Monday 01 November 2004 07:01, Thomas Hellström wrote:
  You are probably right, and it would be quite easy to implement such
  checks in the via command verifier as long as each lock is associated
 with
  a certain hardware address range.
  
  However, I don't quite see the point in plugging such a security hole
 when
  there are a similar ways to accomplish DOS, hardware crashes and even
  complete lockups using DRI.
  
  On via, for example, writing random data to the framebuffer, writing
  random data to the sarea, taking the hardware lock and sleeping for an
  indefinite amount of time. Writing certain data sequences to the HQV
 locks
  the north bridge etc.
  
  Seems like DRI allow authorized clients to do these things by design?
  
 From what I've learned, the DRI isn't exactly designed for robustness. 
 Still, an authorized client should never be able to cause a hardware 
 crash/lockup, and an authorized client must not be able to issue
 arbitrary 
 DMA requests. As far as I know, all DRMs that are enabled by default 
 enforce at least the latter.
 
 Personally I believe that in the long term, the DRI should have (at
 least) 
 the following security properties:
 1. Protect against arbitrary DMA (arbitrary DMA trivially allows 
 circumvention of process boundaries)
 This can be done via command-stream checks.
 
 2. Prevent hardware lockup or provide a robust recovery mechanism 
 (protection of multi-user systems, as well as data protection)
 Should be relatively cheap via command-stream checks on most hardware 
 (unless there are crazy hardware problems with command ordering like
 there 
This is something I think has been discussed.  Hopefully the DRM currently
varifies the cmd stream so that only the order in DRI's client side
drivers is accepted.  Other ordering could be fixed, sine the size of the
cmds dosen't change, by simply memcpy'ing every thing into this right
order.

 seem to be on some Radeons). I believe that in the long term, recovery 
 should be in the kernel rather than the X server.
 
 3. Make sure that no client can cause another client to crash 
 (malfunctioning clients shouldn't cause data loss in other applications)
 In other words, make sure that a DRI client can continue even if the
 shared 
 memory areas are overwritten with entirely random values. That does seem
 
 like a daunting task.
 
 4. Make sure that no client can block access to the hardware forever
 (don't 
 force the user to reboot)
 I have posted a watchdog patch that protects against the take lock,
 sleep 
 forever problem a long time ago. The patch has recently been updated by
 
 Dieter Nützel (search for updated drm.watchdog.3). However, I have to
 admit 
 that the patch doesn't feel quite right to me.
 
 5. Enable the user to kill/suspend resource hogs
 Even if we protect against lock abuse, a client could still use
 excessive 
 amounts of texture memory (thus causing lots of swap) or emit rendering 
 calls that take extremely long to execute. That kills latency and makes
 the 
 system virtually unusable. Perhaps the process that authorizes DRI
 clients 
 should be able to revoke or suspend that authorization. A suspend would 
 essentially mean that drmGetLock waits until the suspend is lifted.
 
 I know that actually implementing these things in such a way that they
 Just 
 Work is not a pleasant task. I just felt like sharing a brain dump.
 
 cu,
 Nicolai
 

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Re: Multiple hardware locks

2004-10-31 Thread Mike Mestnik

--- Thomas Hellström [EMAIL PROTECTED] wrote:

 Hi, list!
 
 With display cards that have more and more hardware on them, 
 (TV-capture, mpeg decoders) etc. that can work independently of 
 oneanother, but share the same DMA engine I've find the need for more 
 than one hardware lock. I've done a simple implementation for the mpeg 
 decoder of the via driver, but that one doesn't cover the DMA case. The 
 question arises Why should I need to wait for DMA quiescent to check 
 whether the decoder is done with a frame, if there is no decoder data in
 
 any of the pending DMA buffers?
 
 In the VIA / Unichrome case alone there is a need for even more such 
 locks for different parts of the chip if one were to make a clean 
 implementation of drivers for all features that are on the chip.
 
 My idea would be to extend drm with options for multiple locks, and I 
 suspect not only VIA cards could benefit from this. I was thinking of.
 
 1. A separate sarea to contain these locks, to avoid messing up the 
 current sarea with binary incompatibilities as a consequence.
 2. Other kernel modules should be able to take and release these locks. 
 (V4L for example).
 3. Each DMA buffer is marked (or in the VIA case, each submission to the
 
 ring-buffer is marked) wether it accesses the resource that is protected
 
There is a problem with A client being able to lock/unlock resources it
may/may not be using.  It's important that Client's arn't able to DOS the
system by submitting junk cmds /wo setting the right locs for that junk.

 by a certain lock.
 4. A resource will become available to a client when the client has 
 taken the lock and there are no pending DMA buffers / parts of buffers 
 that are marked touching this resource.
 5. The client is responsible for reinitializing the resource once the 
 lock is taken.
 
 These are just initial thoughts. Is there a mechanism for this in DRM 
 today or could
 it be done in a better way?
 
 /Thomas
 
 
 
 
 
 
 
 
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Re: Multiple hardware locks

2004-10-31 Thread Mike Mestnik

--- Thomas Hellström [EMAIL PROTECTED] wrote:

 Such a case would be a client submitting 2D engine commands while the X 
 server waits for 2D engine idle. Either this has to be implemented in 
 the command verifier or considered acceptable behaviour. Today any dri 
 client can continously clear the screen without taking the hardware
 lock.
 
There are many factors that come into play.  However if a potentialy
hamfull interface can be fixed easily there may be no reason not to.




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Re: Multiple hardware locks

2004-10-31 Thread Mike Mestnik

--- Thomas Hellström [EMAIL PROTECTED] wrote:

 Keith Whitwell wrote:
 
 The typical case here:
 
 I want a DRI client to flip a video frame to screen, using a hardware 
 entity called the HQV. This is a rather time critical operation. To do 
 this I have to take the hardware lock.
 
 While this is happening, another thread is waiting for the mpeg decoder 
 to complete a frame. To to that, this thread needs to take the hardware 
 lock, wait for quiescent DMA, and then wait for the mpeg decoder to 
 signal idle. It might be that the DMA command queue does not even 
 contain mpeg data. This waiting delays the frame flip enough to create a
 
 visible jump in the video.
 
 With multiple locks:
 
 The first thread checks the HQV lock, it is available and frame flipping
 
 is done immediately.
 
 The other thread meanwhile takes the MPEG engine lock, waits until the 
 DMA engine has processed all MPEG commands in the command queue and then
 
 waits for the MPEG engine to be idle. DMA might still be processing 3D 
 commands.
 
 Only while submitting command buffer data. This will hopefully be a very
 
 fast operation. The IOCTL copying this data to the ringbuffer will check
 
 that all locks are held for  the hardware entities that the submitted 
 command batch touches. The user will have to tell the IOCTL which 
 entities these are, or possibly the command verifier checks this but I 
 consider that an overkill since that is more of a bug-check than a 
 security check.
 
Part of security is making sure authorised users can't make changes to
other users tasks.  In this case killing all the tasks, by causing a
hardware fault, is a good example.  It's a fackt that any user with rights
to the DRM device can use any other code or program to play with the card
or send junk into the cmd streem.  The DRM should detect and prevent this,
even if it means a slight proformance loss.

Can I get an AMEN?





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Re: X11R6.8.2 maintenance release plans and call for comments.

2004-10-28 Thread Mike Mestnik

--- Sérgio M. Basto [EMAIL PROTECTED] wrote:

 Hello,
 
 On Wed, 2004-10-27 at 09:28, Ely Levy wrote:
 
  I supported it then and I still think it's a great idea,
  It would let people feel that they have influance and let us see
  what people want (but we said it all in the thread there).
  
 
 what I would like to see,  is two trees one for testings (stable) and
 one for development (unstable)
 
 The one for developing should have also development of Mesa and drm 
 (that it is now on trunk tree)
 
 and the test tree should be updated ( drives , dri-drives, Mesa, drm and
 whatever ) only when is consolidated the development.
 
There is another problem with the Xorg(stable or unstable) tree getting
too far ahead of the Mesa/drm trees, AKA can't build Mesa with latesed
Xorg.

As A solution I propose that branch tags be added to the Xorg tree for
Mesa/drm developement.
1. These branchs should have corrisponding statik/regular tags in the Mesa
and drm trees.
2. This way if you look for the tag(in Mesa) for the last tag-id your CO
had, you could CO that branch from Xorg and it would allways(IAPW) build.
3. When Mesa development needs another feature(or bugfix from another Xorg
branch) added to there branch it's easy.
4. These changes would be folded into Xorg's unstable whenever Mesa's code
is knowen to build with it...
The Xorg branch gets mearged to unstable.
Another Xorg branch is created.
The Mesa and drm trees get taged with the new tag-id used in Xorg's CVS.

 Conclusion in my point of view:
 The development tree should be, what is now the trunk tree and xorg tree
 should be more stable, if someone want try experimental code can do it
 in trunk (of course trunk has to be one xorgR6.8.1). 
 
 thats my opinion.
 
 thats,
 --
 Sérgio M. B.
 
 
 
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Re: [Mesa3d-dev] Doom3 works on R200!

2004-10-24 Thread Mike Mestnik

--- Philipp Klaus Krause [EMAIL PROTECTED] wrote:

 
 
 Thank you for doing this work.  We really need to get the open-source
 ATI driver on par with the propretary driver (both feature-wise and
 performance-wise).
  
  
  But sadly we will NEVER match it.
  
  NO SmoothVision, HyperZ docu ever
 
 The nonfree xig driver has been developed without HyperZ docs and
 outperforms fglrx.
 
It's my opinion that xig uses trickery to get there FPS higher then it
should be posible to under OpenGL compliant rendering.  It's also true in
the font and 2d(like lack of xv support) accelerations as well.

Do you mean fglrx or opengl.dll - radeon.drv?

  
  
 Even though I just have a Radeon 9200, I'm very excited about the
 ongoning R300 effort and with there was a similar project for NVidia
 cards too.
  
  
  Above applies here, too. - Sorry.
  
  The situation seems to be much worse in the future.
  Bad IP (TRIPS, etc.) madness due to USA-law.
  
 
 True. ATI no longer releases docs. 3dlabs no longer does. Nvidia never
 did. Intel requires an NDA now.
 If there weren't all those patents out there we might just try to
 develop a free graphics chip.
 
 Philipp
 
 
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Re: [Mesa3d-dev] Doom3 works on R200!

2004-10-24 Thread Mike Mestnik

--- Philipp Klaus Krause [EMAIL PROTECTED] wrote:

 Dieter Nützel schrieb:
 
 
 The nonfree xig driver has been developed without HyperZ docs and
 outperforms fglrx.
  
  
  Are you sure.
  I thought Xig had it all before.
  
  Do you have actual numbers?
  Haven't looked at them for very long time, but I bought the first
 version of 
  there X server 1994 (?) for mga.
  
 
 Roland made a comparison a year ago:

http://homepage.hispeed.ch/rscheidegger/atilinux_oct03/ati_linux_comp_oct03.html
 Xig even outperforms the ATI windows drivers.
 
This has allot more todo with OSs then video drivers.  Take the original
doom and quake for example.  Both had software rendering directly to the
HW, via DOS.  It's also true that on a 386(33mhz) doom was playable on
linux(about 23 FPS) and unplayable in DOS(about 18 FPS) about just by
changing OSs.  For quake the numbers where less devistating on a 486(32
FPS) but in windows emulated dos(with IP/UDP support) got only 27 with
quake.

 Philipp
 
 
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Re: [Mesa3d-dev] Doom3 works on R200!

2004-10-24 Thread Mike Mestnik

--- Adam K Kirchhoff [EMAIL PROTECTED] wrote:

 Mike Mestnik wrote:
 
 --- Philipp Klaus Krause [EMAIL PROTECTED] wrote:
 
   
 
 Thank you for doing this work.  We really need to get the
 open-source
 ATI driver on par with the propretary driver (both feature-wise and
 performance-wise).
 
 
 But sadly we will NEVER match it.
 
 NO SmoothVision, HyperZ docu ever
   
 
 The nonfree xig driver has been developed without HyperZ docs and
 outperforms fglrx.
 
 
 
 It's my opinion that xig uses trickery to get there FPS higher then it
 should be posible to under OpenGL compliant rendering.  It's also true
 in
 the font and 2d(like lack of xv support) accelerations as well.
   
 
 
 What do you mean by the lack of xv support?  I often use the XiG driver 
 and have never encountered this limitation.
 
This is when you run (mplayer, xine, ext) and you go full screen.  With xv
ONE of the things you will see is the video gets streached to fill the
whole screen.  Withought xv the video stayes the same size and the extra
screen is filled with black.

 Adam
 
 




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Re: Problem with remap_pfn_range on older 2.6.8 kernels.

2004-10-23 Thread Mike Mestnik

--- Dieter Nützel [EMAIL PROTECTED] wrote:

 Am Samstag, 23. Oktober 2004 08:59 schrieb Dave Airlie:
  try it now .. I've just checked in a compat fix.. hopefully it
 works...
 
  Dave.
 
   CC [M]  /opt/drm/linux-core/drm_stub.o
 /opt/drm/linux-core/drm_stub.c:50: error: parse error before int
 make[3]: *** [/opt/drm/linux-core/drm_stub.o] Fehler 1
 make[2]: *** [_module_/opt/drm/linux-core] Fehler 2
 make[2]: Leaving directory `/usr/src/linux-2.6.5-7.108'
 make[1]: *** [modules] Fehler 2
 make[1]: Leaving directory `/opt/drm/linux-core'
 make: *** [radeon.o] Fehler 2
 7.862u 2.181s 0:37.11 27.0% 0+0k 0+0io 92pf+0w
 
I didn't realy look to se if the build faild thought I don't think it did.
Now I get (WW) RADEON(0): [agp] AGP not available even thought it's
loaded as b4.

eeprom  7816  0 
radeon 79744  0 
drm68260  1 radeon
i2c_algo_bit9800  1 radeon
amd_k7_agp  7820  1 
agpgart34536  1 amd_k7_agp


 -Dieter
 
 
  On Fri, 22 Oct 2004, Mike Mestnik wrote:
   A recent DRM checkin Bring in patch from kernel for
 remap_pfn_range
   only workes if your 2.6 kernel has remap_pfn_range, unlike Debain's
   2.6.8-1-k7.
 




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Where to get shiney new libGL for current DRI CVS?

2004-10-23 Thread Mike Mestnik
I used -D Fri Oct 22 16:03:19 2004 UTC to detect my AGP, now (II)
RADEON(0): Direct rendering enabled


This is where I got with my old Xserver(Debian's xserver-xfree8
4.3.0.dfsg.1-8).  I thoguht it would be trivial to replace with Xorg from
SS.  After linking XF86Config.4 to xorg.conf every thing worked fine. 
Maby the SS version should look for this older conf file and not try to
run getconfig at all.

I still don't have DR client's I just built the drivers from Mesa CVS.  I
only got the sym links for libGL, no binary.  I have tried all 3 versions
I have, one built from the old DRI xc tree, one from debian(note these
have never been compatible), and the last from fglrx(worth a try).




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Problem with remap_pfn_range on older 2.6.8 kernels.

2004-10-22 Thread Mike Mestnik
A recent DRM checkin Bring in patch from kernel for remap_pfn_range only
workes if your 2.6 kernel has remap_pfn_range, unlike Debain's 2.6.8-1-k7.



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Re: R200 ReadPixels optimization

2004-10-07 Thread Mike Mestnik

--- Ville Syrjälä [EMAIL PROTECTED] wrote:

 On Thu, Oct 07, 2004 at 02:02:38PM +0100, Alan Cox wrote:
   Note that there's some code in there already which uses the blitter
 to copy 
   from framebuffer to agp memory, though it tries to implement the
 entire 
   readpixels() operation rather than being a useful low-level
 operation.
  
  AGP memory is hostside uncached (CPU limitations on x86 for one) which
  means it is better (swap PCI for DDR ram bus latencies is good) but
  still benefits from the treatment.
 
 Why can't we make AGP memory cached? Wouldn't it be enought to flush the
 
 caches at some critical points?
 
 I was playing around with DirectFB and AGP some years ago and enabling 
 write-back caching didn't seem to have any side effects. Without caching
 
 AGP is almost as bad as video memory for sw fallbacks.
 
I don't get it...  We would have to flush the cache after the AGP transfer
any way, right?

If this truely can't be cached then woulden't the AGP transfer slow us
down even more?  So unless we get vastly improved performance, the end
result is more painfull to use the AGP transfer.

 -- 
 Ville Syrjälä
 [EMAIL PROTECTED]
 http://www.sci.fi/~syrjala/
 
 
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Re: doom3 linux client and demo has been released

2004-10-05 Thread Mike Mestnik
How is I in the below page, I'd like to cc him on this...

--- Jacek Pop³awski [EMAIL PROTECTED] wrote:

 Sorry if it is not best place to write about it, but I believe Doom3 is
 very
This is the place.  Unless your talking about an older application, then
I'd try the dri-users list first.

 important application, and many developers will be interested in testing
 it
It will be supported by both drivers, the question is when.  What was
needed is a release from ID.  Now that we have it, it's only a matter of
time.

 with DRI driver (linux client author wrote, that he hasn't tested it
 with DRI
 at all, and that it doesn't work with fglrx!). I wasn't able to test it
 yet, I
Funny, in the list of Minimum Specs it says OpenGL hardware
acceleration.   This should(it would be nice if) be elaborated into
another section(maby a whole new page) with a list of REQUIERED and
optional OpenGL extentions.

There just happens to be a [1]thread on the diffrences of FGLRX and DRI
with an R200.  It contains a list of currently supported extentions for
both drivers.  The I person should/could look at the list and tell what
needs tobe done.

1. http://marc.theaimsgroup.com/?l=dri-develm=109654891412569w=2

 just noticed it, and I am at work.
 
 http://zerowing.idsoftware.com/linux/doom/
 (downloads and some docs)
 


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Re: doom3 linux client and demo has been released

2004-10-05 Thread Mike Mestnik

--- Fryderyk Dziarmagowski [EMAIL PROTECTED] wrote:

 --- Jacek Pop³awski [EMAIL PROTECTED] wrote:
 
  Sorry if it is not best place to write about it, but I believe Doom3
 is very
  important application, and many developers will be interested in
 testing it
  with DRI driver (linux client author wrote, that he hasn't tested it
 with DRI
  at all, and that it doesn't work with fglrx!). I wasn't able to test
 it yet, I
  just noticed it, and I am at work.
 
 uh, it won't run (R200 aka Radeon 8500, Xorg 6.8.1):
 [...]
 using ARB_vertex_buffer_object memory
 using ARB renderSystem
 Mesa implementation error: unexpected texture format in 
 r200ChooseTextureFormat
 Please report to the Mesa bug database at www.mesa3d.org
 doom.x86: texstore.c:2260: _mesa_store_compressed_teximage2d: 
 Assertion `texImage-TexFormat' failed.
 signal caught: Aborted
 si_code 0
 Trying to exit gracefully..
 [...]
 
It this that application bug where a function is bound but not listed in
the supported extentions list and the app dosen't check.  Maby the error
msg should be changed?

 -- 
 Fryderyk Dziarmagowski
 
 
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Re: Merging DRM and fbdev

2004-10-03 Thread Mike Mestnik
What about moving the DRM and FB specific code into there own per card
libs?

radeon - attached to hardware
   radeon-drm
  drm - library
   radeon-fb
  fb - library
 fbcon - library

Keeping in mind that any/all external symbols to/from radeon-drm and
radeon-fb can/should be weak.





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Re: glxinfo: R200 VS FGLRX side by side...

2004-10-01 Thread Mike Mestnik

--- Alex Deucher [EMAIL PROTECTED] wrote:

 On Thu, 30 Sep 2004 11:27:28 -0700, Ian Romanick [EMAIL PROTECTED] wrote:
  Mike Mestnik wrote:
  
   Here is a straigth diff, I didn't do a udiff since I think we all
 know the
   glxinfo output fairly well.  I did make one change s/, $//g and s/,
 /\n
   /g.  I'm also attaching the 'source'.
  
  A better way to get meaningful diffs is to pipe the output of
 glxinfo
  to grep GL_ | sed 's/, /\n/g' | sort -u.  It's a bit more tricky for
  GLX extensions because there are multiple listings for that (client,
  server, and combined).
  
  Looking at the list, I noticed a couple of odd things.  Why don't the
  ATI drivers support GL_{ARB,EXT,NV}_texture_rectange or
  GL_{ARB,EXT}_blend_equation_separate?  Beyond that, there are
 basically
  5 groups of useful extensions that they have but we don't:
  
  - GL_ARB_texture_env_crossbar
  - GL_ARB_occlusion_query and similar extensions.
  - GL_ARB_point_parameters (I thought support was added for this?)
  - GL_EXT_multi_draw_arrays
  - GL_EXT_fog_coord
  
  Crossbar, point parameters, and multi draw arrays should be easy
 enough
  to add.  I tried to add support for fog coord, but there's some bit of
  documentation that we're missing.  I just could not get it to work in
  TCL mode. :(  For occlusion query, we're missing a significant amount
 of
  documentation.
  
 
 Vladimir's glxtest code may be helpful in figuring out the missing
 bits if anyone is so inclined...
 
Are you implying that this program will/could work with the fglrx driver?

 Alex
 




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Re: glxinfo: R200 VS FGLRX side by side...

2004-10-01 Thread Mike Mestnik

--- Alex Deucher [EMAIL PROTECTED] wrote:

 On Fri, 1 Oct 2004 08:52:58 -0700 (PDT), Mike Mestnik
 [EMAIL PROTECTED] wrote:
  
  
  
  --- Alex Deucher [EMAIL PROTECTED] wrote:
  
   On Thu, 30 Sep 2004 11:27:28 -0700, Ian Romanick [EMAIL PROTECTED]
 wrote:
Mike Mestnik wrote:
   
 Here is a straigth diff, I didn't do a udiff since I think we
 all
   know the
 glxinfo output fairly well.  I did make one change s/, $//g and
 s/,
   /\n
 /g.  I'm also attaching the 'source'.
   
A better way to get meaningful diffs is to pipe the output of
   glxinfo
to grep GL_ | sed 's/, /\n/g' | sort -u.  It's a bit more tricky
 for
GLX extensions because there are multiple listings for that
 (client,
server, and combined).
   
Looking at the list, I noticed a couple of odd things.  Why don't
 the
ATI drivers support GL_{ARB,EXT,NV}_texture_rectange or
GL_{ARB,EXT}_blend_equation_separate?  Beyond that, there are
   basically
5 groups of useful extensions that they have but we don't:
   
- GL_ARB_texture_env_crossbar
- GL_ARB_occlusion_query and similar extensions.
- GL_ARB_point_parameters (I thought support was added for this?)
- GL_EXT_multi_draw_arrays
- GL_EXT_fog_coord
   
Crossbar, point parameters, and multi draw arrays should be easy
   enough
to add.  I tried to add support for fog coord, but there's some
 bit of
documentation that we're missing.  I just could not get it to work
 in
TCL mode. :(  For occlusion query, we're missing a significant
 amount
   of
documentation.
   
  
   Vladimir's glxtest code may be helpful in figuring out the missing
   bits if anyone is so inclined...
   
  Are you implying that this program will/could work with the fglrx
 driver?
 
This wasn't ovious by the documentation, thought it dose answer my Q as to
why there is all the guess work involved in using glxtest.

 Well, yeah.  that's how it works.  It captures commands sent to the
 card which can then be decoded to figure out how things work.  it
 should work with any card supported by fglrx.
 
LOL, it might but if GL_EXT_fog_coord dosen't work for the r200, even with
the fglrx driver, it's of little use.

I could be doing something wrong, like using an SDL example.
http://nehe.gamedev.net/data/lessons/linuxsdl/lesson41.tar.gz

 Alex
 
  
   Alex
  
  
 
 
 
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Re: sparse and DRM on non-x86

2004-10-01 Thread Mike Mestnik

--- Jon Smirl [EMAIL PROTECTED] wrote:

 On Fri, 01 Oct 2004 18:05:29 +0100, Keith Whitwell
 [EMAIL PROTECTED] wrote:
   This implies that DRM should be passing back two distinct handle
   types, one for normal and one for IOMEM, so that the user space app
   will use the correct access function. This is also a pretty good
   argument for hiding direct framebuffer access and forcing access
 with
   read/write calls on a handle like the IA64 people want to do.
  
  When you say read and write and handle, do you mean
 read(2)/write(2) and
  filehandle?  Or some sort of #defined read/write macros? or something
 else?
 
 They want to use read(2)/write(2).
 
IMHO this is loonisy...
You will also need to use lseek(2) since ssize_t read(int fd, void *buf,
size_t count); is missing some things that mmap(2) was made to work
around.

I realy don't think there is ANY device on this planet that uses registers
for it's framebuffer, not that registers are any diffrent from a memory
stick.  It's just that most IO ports arn't memory there fifos that
sometimes will recall the last value writen if asked.  A framebuffer by
it's vary nature MUST recall the last value writen when asked, thus it's
memory not an IOmaped FIFO.

  
  Keith
  
 
 
 
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Re: sparse and DRM on non-x86

2004-10-01 Thread Mike Mestnik

--- Keith Whitwell [EMAIL PROTECTED] wrote:

 Jon Smirl wrote:
  On Fri, 01 Oct 2004 18:05:29 +0100, Keith Whitwell
  [EMAIL PROTECTED] wrote:
  
 Second the DRM code always treats the framebuffer as if it is in
 IOMEM. But what about IGP type devices where the framebuffer is in
 main memory? These only exist on the x86 so treating their
 framebuffer
 as IOMEM works since there is no difference between IOMEM and normal
 memory access on an x86.
 
 The framebuffer lives in agp memory on those devices, presumably this
 is iomem
 as it appears to be memory of the agp device.
  
  
  On normal AGP/PCI cards the memory is on the card. It is accessed over
  the AGP/PCI bus which requires special IO instructions on non-x86
  hardware. IGP cards use the normal system memory for their buffers.
  You don't use the special IO instructions to access this memory. The
  key is where the memory lives, on the graphics card or on the
  motherboard.
  
  On x86 both types of memory use the same access instructions since the
  x86 makes AGP/PCI memory look like normal system memory. So we don't
  have a problem.
 
 I understand this.  I'm pointing out that agp memory, ie. system memory
 mapped 
 into the GART table, though it is backed by system memory, is typically 
 accessed through an io range of the gart device.  So what sort of memory
 is that?
 
Yes, thoguht it might help you better to view this IO port is a
?multi?point-to-point AGP bus.  From the CPU, on the FSB, this memory as
well as any other mmaped IO is accesed as system memory(with intructions
like mov) and not IO-Ports that use in(asm) and out(asm) intructions.

 For the Intel chipsets, again, although the framebuffer is backed by
 system 
 memory, all accesses to that memory are through a device io memory
 range, not 
 by reading/writing to the backing memory directly.
 
io memory range, still dosen't sound like an IO-Port(from the CPU's FSB
PoV).  This would most likely be memory-maped IO?

  On other platforms introduction of an IGP type device will break
  X/mesa since they don't know to switch from IO instruction access to
  normal memory access. IA64 may have already run into this on
  unreleased products since they have been asking questions along these
  lines.
 
 I've seen stuff on the web that suggests Intel wants to unify its
 chipsets to 
 support both x86 and IA64, so that's not a huge suprise.  It'd still be
 good 
 to base any design on actual known examples rather than guesses as to
 what 
 might be coming.
 
Good, lets talk about i386's ISA bus.  Most every 16bit operation is still
valid, the number of bits shoulden't be an issue.  Port IO uses the same
Address and Data bus as memory IO, the only difference being the PORTIO
bit is 1(not 0 like with memeory reads/writes).  When A program wishes to
use PORTIO it must use the out(asm) and in(asm) instructions.  All other
IO is done with a multitude of other instructions.  This is why mmaped IO
is the way togo, there are more operations one can do with one
instruction.  To go one more layer up we start talking about C.  

--- BOTOM LINE ---
In C all memory access can be done with operators(like '='), wather it's a
memory maped device or not.  This is simply a product of the blocks on
witch it's built.  From C to asm to hardware buss, memory IO is not
device(destination) specific.  Port-io is the only other
destination(port).

We can change where memory IO goes by fideling with ports with our new
fancy PCI bus, but this still dose not change the instructions(asm) or
operators(C) that we use to access memory.

 Keith
 
 
 
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Re: sparse and DRM on non-x86

2004-10-01 Thread Mike Mestnik

--- Keith Whitwell [EMAIL PROTECTED] wrote:

 Jon Smirl wrote:
  On Fri, 01 Oct 2004 21:11:54 +0100, Keith Whitwell
  [EMAIL PROTECTED] wrote:
  
 Maybe there's a problem with terminology, but when we write to agp
 memory in
 the drivers, we are definitely using the GART.
  
  
  The GART is remapping your addresses, but it's still a normal system
 RAM access.
 
 
 Hmm, maybe the i8x0 is unusual.  To access the GART on those systems,
 when 
 internal graphics is active, you have to map an io range of the gart
 device.
 
Maby IO in this case means MMIO vs PIO.  I seriously doubt PIO would be
used for anything other then setup and configuration/state mngmnt.

 Keith
 
 
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winex: ARB_VBO and DirectX for r200 cards.

2004-09-30 Thread Mike Mestnik
I was playing with winex, after paying for some games and a TransGaming
subscription.  In the cfg there are options to enable/disable the use of
some OpenGL extensions, one being ARB_VBO.  I saw that when using frglx
there were some of these advertised by glxinfo, but not with SW/Mesa or
R200/DRI.

First I was wondering what it would take, as far as bribes, to get at
least as far as the frglx drivers have with supporting this extension.

Since I have to pay for winex... I also saw on this list that some R200
DMA memory layouts matched thoes used by DirectX and that to match the
OpenGL ordering there was some swaping going on.  I know the overhead is
minimal, especialy with 32bit CPUs.  However it would be a nice laught if
OpenGL had some extentions for the CARDs idea of how things should be
ordered.  The idea being that any DirectX implementation for X(like winex)
would not need to swap the bytes into OpenGLs prefered order when the CARD
expects the data tobe in DirectX's order.




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glxinfo: R200 VS FGLRX side by side...

2004-09-30 Thread Mike Mestnik
I'm interested in switching back and fourth, if any one has some info on
doing this better I'd like to know.  Right now I'm symlinking
libGL-fglrx.so.1.2 or libGL-dri.so.1.2 into libGL.so.1.2.  I also have to
unload and load kmods too, I do this by hand as well.  I can go from DRI
to fglrx fine, but to go back I have to reboot first.

Here is a straigth diff, I didn't do a udiff since I think we all know the
glxinfo output fairly well.  I did make one change s/, $//g and s/, /\n   
/g.  I'm also attaching the 'source'.

6a7
 GLX_ARB_multisample
10,11c11,16
 client glx vendor string: ATI
 client glx version string: 1.3
---
 GLX_OML_swap_method
 GLX_SGI_make_current_read
 GLX_SGIS_multisample
 GLX_SGIX_fbconfig
 client glx vendor string: SGI
 client glx version string: 1.2
12a18,20
 GLX_ARB_get_proc_address
 GLX_ARB_multisample
 GLX_EXT_import_context
15c23,34
 GLX_EXT_import_context
---
 GLX_MESA_allocate_memory
 GLX_MESA_swap_control
 GLX_MESA_swap_frame_usage
 GLX_OML_swap_method
 GLX_OML_sync_control
 GLX_SGI_make_current_read
 GLX_SGI_swap_control
 GLX_SGI_video_sync
 GLX_SGIS_multisample
 GLX_SGIX_fbconfig
 GLX_SGIX_visual_select_group
 GLX extensions:
18,20c37
 GLX_ATI_pixel_format_float
 GLX_ATI_render_texture
 GLX extensions:
---
 GLX_EXT_import_context
23,26c40,51
 GLX_EXT_import_context
 OpenGL vendor string: ATI Technologies Inc.
 OpenGL renderer string: RADEON 8500 DDR Generic
 OpenGL version string: 1.3.4510 (X4.3.0-3.12.0)
---
 GLX_MESA_allocate_memory
 GLX_MESA_swap_control
 GLX_MESA_swap_frame_usage
 GLX_OML_swap_method
 GLX_SGI_video_sync
 GLX_SGIS_multisample
 GLX_SGIX_fbconfig
 GLX_SGIX_visual_select_group
 OpenGL vendor string: Tungsten Graphics
 Inc.
 OpenGL renderer string: Mesa DRI R200 20040906 AGP 4x TCL
 OpenGL version string: 1.3 Mesa 6.2
27a53,54
 GL_ARB_imaging
 GL_ARB_multisample
29,33d55
 GL_EXT_texture_env_add
 GL_EXT_compiled_vertex_array
 GL_S3_s3tc
 GL_ARB_occlusion_query
 GL_ARB_point_parameters
39d60
 GL_ARB_texture_env_crossbar
41a63
 GL_ARB_texture_rectangle
43d64
 GL_ARB_vertex_blend
47,58d67
 GL_ATI_element_array
 GL_ATI_envmap_bumpmap
 GL_ATI_fragment_shader
 GL_ATI_map_object_buffer
 GL_ATI_texture_env_combine3
 GL_ATI_texture_mirror_once
 GL_ATI_vertex_array_object
 GL_ATI_vertex_attrib_array_object
 GL_ATI_vertex_streams
 GL_ATIX_texture_env_combine3
 GL_ATIX_texture_env_route
 GL_ATIX_vertex_shader_output_point_size
61a71
 GL_EXT_blend_equation_separate
65a76,78
 GL_EXT_compiled_vertex_array
 GL_EXT_convolution
 GL_EXT_copy_texture
67,68c80
 GL_EXT_fog_coord
 GL_EXT_multi_draw_arrays
---
 GL_EXT_histogram
70c82
 GL_EXT_point_parameters
---
 GL_EXT_polygon_offset
75c87,88
 GL_EXT_texgen_reflection
---
 GL_EXT_subtexture
 GL_EXT_texture
77,78d89
 GL_EXT_texture_compression_s3tc
 GL_EXT_texture_cube_map
79a91
 GL_EXT_texture_env_add
88,90c100,109
 GL_EXT_vertex_shader
 GL_HP_occlusion_test
 GL_NV_texgen_reflection
---
 GL_APPLE_packed_pixels
 GL_ATI_blend_equation_separate
 GL_ATI_texture_env_combine3
 GL_ATI_texture_mirror_once
 GL_IBM_rasterpos_clip
 GL_IBM_texture_mirrored_repeat
 GL_INGR_blend_func_separate
 GL_MESA_pack_invert
 GL_MESA_ycbcr_texture
 GL_MESA_window_pos
92c111,113
 GL_NV_occlusion_query
---
 GL_NV_light_max_exponent
 GL_NV_texture_rectangle
 GL_NV_texgen_reflection
94c115,116
 GL_SGIS_texture_edge_clamp
---
 GL_SGI_color_table
 GL_SGIS_generate_mipmap
95a118
 GL_SGIS_texture_edge_clamp
97,98d119
 GL_SGIS_generate_mipmap
 GL_SUN_multi_draw_arrays
107,126c128,143
 0x25 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 Slow
 0x26 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 Slow
 0x27 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 Slow
 0x28 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 Slow
 0x29 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  1 0 None
 0x2a 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  1 0 None
 0x2b 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  1 0 None
 0x2c 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  1 0 None
 0x2d 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 Slow
 0x2e 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 Slow
 0x2f 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 Slow
 0x30 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 Slow
 0x31 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  1 0 None
 0x32 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  1 0 None
 0x33 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  1 0 None
 0x34 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  

Re: Design for setting video modes, ownership of sysfs attributes

2004-09-19 Thread Mike Mestnik

--- Jon Smirl [EMAIL PROTECTED] wrote:

 Isn't there an enviroment variable that tells what device is the
 console for the session? How do you tell what serial port you're on
 when multiple people are logged in on serial lines?
 
The FDs 0, 1 and posibly 2 will be the console.  Per posix?  There should
be no other ties to the current console.  Right?

I think this is totaly a userspace question or do we need to find out the
procs console in an ioctl?

 
 On Sat, 18 Sep 2004 16:33:54 -0700, Keith Packard [EMAIL PROTECTED]
 wrote:
  
  Around 18 o'clock on Sep 18, Jon Smirl wrote:
  
   The sysfs scheme has the advantage that there is no special user
   command required. You just use echo or cp to set the mode.
  
  But it makes it difficult to associate the sysfs entry with the
 particular
  session.  Seems like permitting multiple opens of /dev/fb0 with mode
  setting done on that file pointer will be easier to keep straight
  
  
  
  
 
 
 
 -- 
 Jon Smirl
 [EMAIL PROTECTED]
 




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Re: Design for setting video modes, ownership of sysfs attributes

2004-09-19 Thread Mike Mestnik

--- Jon Smirl [EMAIL PROTECTED] wrote:

 You did that from an xterm, right? Which console device is the xterm
 running on?
 
 X starts up a process that knows which device it is running and it can
 remember that device since X stays running.
 
Remember X opens the VC sepratly from it's console, hence it workes even
when run from a serial or ssh terminal.

 Maybe the answer is that this is something for the VC layer since the
 VC layer stays running and knows what device it was started on. An
 escape sequence could query the device from the VC terminal emulator.
 
 Is there some way to figure this out from the environment? 
 
 On Sat, 18 Sep 2004 21:57:32 -0400 (EDT), Vladimir Dergachev
 [EMAIL PROTECTED] wrote:
  On Sat, 18 Sep 2004, Jon Smirl wrote:
   Isn't there an enviroment variable that tells what device is the
   console for the session? How do you tell what serial port you're on
   when multiple people are logged in on serial lines?
  
  From any program you can do this:
  
  [EMAIL PROTECTED]:~$ ls -l /proc/self/fd/0
  lrwx--  1 volodya users 64 Sep 18 21:56 /proc/self/fd/0 -
 /dev/pts/1
  
  So you get the pointer to the actual device stdin is associated to.
 
 -- 
 Jon Smirl
 [EMAIL PROTECTED]
 




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Re: Design for setting video modes, ownership of sysfs attributes

2004-09-19 Thread Mike Mestnik

--- Jon Smirl [EMAIL PROTECTED] wrote:

 On Sun, 19 Sep 2004 14:45:37 +1000, Benjamin Herrenschmidt
 [EMAIL PROTECTED] wrote:
  Typically, with X: We don't want X itself to have to be the one
 setting
  the mode, but rather set the mode and have X be notified properly
 before
  and after it happens so it can catch up.
 
 This is going to require some more thought. Mode setting needs two
 things, a description of the mode timings and a location of the scan
 out buffer.  With multiple heads you can't just assume that the buffer
 starts at zero.  There also the problem of the buffer increasing in
 size and needing to be moved since it won't fit where it is.
 
There will be cases where there won't be enuff memory for both
framebuffers.  Most video cards will support power-saving modes or an
off state.  This can be used so that the user won't see the Framebuffer
get overriten with the new data, whatever gets swaped into that memory
location.

 Keith, how should this work for X? We have to make sure all DRI users
 of the buffer are halted, get a new location for the buffer, set the
 mode, free the old buffer, notify all of the DRI clients that their
 target has been wiped and has a new size.
 
 I was wanting to switch mode setting into an atomic operation where
 you passed in both the mode timings and buffer location.
 
I think it would work best if the buffer where setup/maped/allocated(in
revers order), then the call to program the DAC.  It dosen't make any
differance if it is attomic, worst case the user will just see trash.

 -- 
 Jon Smirl
 [EMAIL PROTECTED]
 
 
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Re: Design for setting video modes, ownership of sysfs attributes

2004-09-19 Thread Mike Mestnik
--- Felix Kühling [EMAIL PROTECTED] wrote:

 On Sun, 19 Sep 2004 12:46:13 -0400
 Jon Smirl [EMAIL PROTECTED] wrote:
 
  On Sun, 19 Sep 2004 14:45:37 +1000, Benjamin Herrenschmidt
  [EMAIL PROTECTED] wrote:
   One issue here... When we discussed all of this with Keith, we
 wanted
   a mecanism where the user can set the mode without owning the
 device.
  
  The owning part is for multiuser systems. If I have four users logged
  into the same system I have to assign them ownership of their video
  devices so that they can't mess with each other.  I want to avoid
  needing root priv to change the monitor mode.
  
   Typically, with X: We don't want X itself to have to be the one
 setting
   the mode, but rather set the mode and have X be notified properly
 before
   and after it happens so it can catch up.
  
  This is going to require some more thought. Mode setting needs two
  things, a description of the mode timings and a location of the scan
  out buffer.  With multiple heads you can't just assume that the buffer
  starts at zero.  There also the problem of the buffer increasing in
  size and needing to be moved since it won't fit where it is.
  
  Keith, how should this work for X? We have to make sure all DRI users
  of the buffer are halted, get a new location for the buffer, set the
  mode, free the old buffer, notify all of the DRI clients that their
  target has been wiped and has a new size.
 
 Sounds a lot like moving and resizing GL windows in X. A similar (if not
I'd like to point out that this is not smooth on my system, exept for when
using fglrx.  When I move, or resize, a DRI window I get vary
noticable(more then 10th second) stoped system, mouse updates aren't even
recorded.

 the same mechanism) could be used here. Whenever a client takes the lock
 and detects that someone else had the lock in the mean time it checks
 for a new window position and size. Checking for a changed mode or frame
 buffer layout would fit in nicely. AFAIK these kind of changes are
 communicated through the sarea which is shared by all DRI clients, the
 Xserver and the kernel driver, so the checks are pretty low cost (no
 system calls or context switches required).
 
 You only have to take the lock before changing the mode. DRI clients and
 X will detect the change when they take the lock the next time and
 adjust to the new conditions.
 
  
  I was wanting to switch mode setting into an atomic operation where
  you passed in both the mode timings and buffer location.
  
  -- 
  Jon Smirl
  [EMAIL PROTECTED]
 
 | Felix Kühling [EMAIL PROTECTED] http://fxk.de.vu |
 | PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3  B152 151C 5CC1 D888 E595 |
 
 
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Re: Design for setting video modes, ownership of sysfs attributes

2004-09-18 Thread Mike Mestnik

--- Jon Smirl [EMAIL PROTECTED] wrote:

 Original proposal.
 At OLS we talked about a system like this for setting video modes:
 
 1) user owns graphics devices
 2) user sets mode with string (or similar) format using ioctl common to
 all drivers.
 3) driver is locked to prevent multiple mode sets
 4) common code takes this string and does a hotplug event with it.
 5) hotplug event runs root context in user space 
 6) mode is decoded and verified, this may involve a little process that
 maintains the DDC database and reads a file of legal modes. Other
 schemes are possible.
 7a) mode is set using VBIOS and vm86, signal driver mode is set
 7b) the register values needed to set the mode are passed into a root
 priv ioctl.
 8) driver is unlocked.
 
 In this model all of the verification happens in user space. If you
 want to set modes other than the ones from DDC you have to add them to
 the config file. There is no need for DDC support and mode verification
 in the kernel.
 
 To give credit this is Alan Cox's design.
 

-
 
 I'm now starting to implement this design. Would it be better to set
 the mode via sysfs attributes? This would allow mode settting with
 something like: echo 'my mode string' /sys/class/drm/card0/mode A
 list of available modes could be in /sys/class/drm/card0/modes
 
This is intersting...
I'd like to know how you plan to use VCs?  That is more then one tty
sharing the same monitor.  I'd also like to see VCs able to change modes
while not being active, thought I can't imagin how one would plan todo
this  /wo blocking.  I don't see any good reason why it can't be an ioctl,
you can have the same exe/bin/app handle BOTH the user and root parts of
the mode change.  This way it can keep a cache of things, like modes that
will currently not be valid.

 Can PAM change the ownership of a sysfs attribute/directory on login?
 For this to work logging in needs to assign you ownership of the
 attribute since you want to be able to change it but not anyone else.
 DRM may need to assign the ownership of multiple attributes, is this
 easy to do?
 
 How are errors going to be communicated in this scheme? I can cat the
 sysfs mode variable to get a status. Is there a good way to do this
 without polling?
 
 If the sysfs scheme doesn't work mode setting will need to be an IOCTL
 with a small program since PAM can change the ownership of the DRM
 device. The sysfs scheme has the major advantage of avoiding the need
 for the small program.
 
There is another thing I can't see.  Why can't the module for the drm
create fb[0-9]* devices, one for each monitor?  This would seam to solve
the problem with having another app and ioctl(API).

 If we go the sysfs route what is BSD going to do, will we have to
 build parallel implementations?
 
 -- 
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Re: Design for setting video modes, ownership of sysfs attributes

2004-09-18 Thread Mike Mestnik

--- Jon Smirl [EMAIL PROTECTED] wrote:

 On Sat, 18 Sep 2004 12:58:07 -0700 (PDT), Mike Mestnik
 [EMAIL PROTECTED] wrote:
  This is intersting...
  I'd like to know how you plan to use VCs?  That is more then one tty
  sharing the same monitor.  I'd also like to see VCs able to change
 modes
  while not being active, thought I can't imagin how one would plan todo
  this  /wo blocking.  I don't see any good reason why it can't be an
 ioctl,
  you can have the same exe/bin/app handle BOTH the user and root parts
 of
  the mode change.  This way it can keep a cache of things, like modes
 that
  will currently not be valid.
 
 VCs should be dealt with at a higher layer. This higher layer would
 track what mode is on each virtual console and set it back after
 console swap. The VC code would provide it's own sysfs mode attribute
 in the VC's sysfs entry. A VC layer may suppress direct access to the
 head specific mode attribute. This brings up a question, how do I know
 which sysfs VC entry corresponds to the one I'm logged into?
 
In this(the above) model this may work.  How will Xorg handle VT swaps in
the above model?

 I'm trying to allow for a user space VC implementation at some point
 in the future so I don't want to build assumptions about a kernel
 space VC implementation into the code.
 
That seams like a good plan, thought current user space multi-'screen'
implementations leave much too desier.  'detachtty' seams like the best
one, but it dosen't directly support switching tasks.

Befour this idea will get off the ground a good system too handel this in
userspace is needed, I think.  I don't think that this app/daemon would
have anything todo with mode setting or video drivers, exept the console
drivers allready provided by most OSs.

 The sysfs scheme has the advantage that there is no special user
 command required. You just use echo or cp to set the mode.
 
We allready have programs that change the video mode.  It's true thay lack
support for some things, but I can't see the harm in adding on to existing
mode-setting programs.

If that's not good enuff there's no reason that the userland hotplug
script/program can't also provide these features if called by a non-root
user.  If called by root, it just dose what it's told /wo the hp or mode
setting ioctl.

 I'm still undecided if there needs to be a root priv daemon caching
 the EDID and polling for a monitor change. EDID can be regenerated on
 each request to change mode but it takes a few seconds. The root priv
 daemon will dynamically link to card specific libraries. Initially I'm
 going to add the functions to the mesa libraries but they may get
 broken out later.
 
/etc/mtab is a good concept, you might want to put this some where in /var
thought.  Then there's no need to TSR.

  There is another thing I can't see.  Why can't the module for the drm
  create fb[0-9]* devices, one for each monitor?  This would seam to
 solve
  the problem with having another app and ioctl(API).
 
 The DRM driver I'm working on already creates one DRM device for each
 head. Doing this also creates a sysfs entry for each head too. Each
 head has it's own mode/modes attributes.
 
So can we link fb to drm, for compatibility reasons?

 Another item is merged fb. Initially heads will be unowned. Logging
 into a head makes you the owner. If you ask for the modes available on
 your head the list will also contain merged fb mode. If you set a
 merged fb mode, the login process on the secondary screen needs to be
 killed. If some one is logged into the secondary head merged fb modes
 won't be in the list. This scheme has the nice side effect of making
 all heads equal, there is no separate controlling device for the card.
 
I don't see this as more then a fue more ioctls or rather just appending
some data on the end of existing structures to say what
location/framebuffer to attach too or create.

The other code has tobe done no matter what.

 -- 
 Jon Smirl
 [EMAIL PROTECTED]
 




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Re: Permanent maps and hardware detection

2004-09-16 Thread Mike Mestnik

--- Felix Kühling [EMAIL PROTECTED] wrote:

 Hi Jon,
 
 I'm going to start writing the code for permanent maps in the Savage
 driver now. I'm becoming aware of the practical problems now and I'd
 like to know if my understanding is correct so far.
 
 The first problem I have is that I need to find out the size of the
 video memory in order to create the framebuffer map correctly. Since
 permanent maps are supposed to be created when the driver is loaded in
 the preinit or postinit hooks, X can't provide that information in the
 init ioctl. So I'll have to copy some pretty magic (to me at least) code
 from the DDX to the kernel driver in order to do the hardware and video
 memory detection. The code in the Savage DDX uses MMIO register access
 in order to find out the amount of video ram. This means I'll have to
 enable MMIO in the kernel driver now. I hope that won't interfere with
 the DDX driver that probably expects MMIO to be disabled when it is
 first loaded.
 
Would putting the card back the way it was b4 you where loaded be an OK
solution, this will allow othere(some being non-open) software too still
work.

 I havn't found any example of a driver using permanent maps in the
 current DRM sources. You referred to the radeon driver sometimes, but
 the only thing I could find was a comment above radeon_preinit. Grep
 doesn't find any call to initmap in any of the drivers. Is this
 something you forgot to commit? I'd really like to take a look at an
 example, since this is the first time I'm working with a DRM driver.
 
 Regards,
   Felix
 
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Re: radeon-pre-2

2004-09-11 Thread Mike Mestnik

--- Keith Whitwell [EMAIL PROTECTED] wrote:

 Vladimir Dergachev wrote:
  
  Alan,
I would like to disagree with you.
  
  On Fri, 10 Sep 2004, Alan Cox wrote:
  
  On Gwe, 2004-09-10 at 23:19, Dave Airlie wrote:
 
  If the kernel developers can address this point I would be most
  interested, in fact I don't want to hear any more about sharing
 lowlevel
  VGA device drivers until someone addresses why it is acceptable to
 have
  two separate driver driving the same hardware for video and not for
  anything else.. (remembering graphics cards are not-multifunction 
  cards -
  like Christoph used as an example before - 2d/3d are not separate
  functions...)...
 
 
  We've addressed this before. Zillions of drivers provide multiple
  functions to multiple higher level subsystems. They don't all have to
  be compiled together to make it work.
 
  2D and 3D _are_ to most intents and purposes different functions.
 They
  are as different as IDE CD and IDE disk if not more so.
  
  
  Functions - yes, but they become such only at a higher level. 3d for 
  example does not really exist in kernel in any form.
  
  I would like to see unified fb (or the hardware-specific part of fb)
 and 
  drm for one simple reason that I think you mentioned:
  
  One driver per device. I.e. one driver per *physical* device.
  
  Lastly, one point that you appear to have missed: DRM does DMA
 transfers
  (among everything else). FB sets video modes - i.e. messes with PLL.
  The problem is that there are configurations where messing with PLL 
  while a DMA trasfer is active will lock up PCI (or AGP) bus hard.
  
  For example, a video decoder can be clocked off pixel clock for video 
  pass through mode. If we trasfer video data to main RAM at the same
 time 
  and
  FB gets a command instructing it to change resolution there would be a
 
  hard lockup.
 
 I can see this being the case, but why can't fb just using existing drm 
 interfaces to achieve device quiescence before touching the PLL's?
 
I can see the problem here...

This happens with old(current) gatos and fglrx.  Where DRI sets up some
state in the card and then dosen't clear it after being unloaded.  This
leaves the card in an unknowen state that gatos or fglrx dosen't know any
thing about.

What will happen is that when the FB or DRM turns on a new feature the
other driver MAY need to be aware of the change.  This would imply that we
must now version as if there where an ABI.  The REAL problem is that the
ABI is all in hardware!  The bottom line is that nether of these drivers
SHOULD assume that the other won't change the way it uses the card, thus
forcing a bianary compatability issue.

 Keith
 
 
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Re: radeon-pre-2

2004-09-11 Thread Mike Mestnik

--- Christoph Hellwig [EMAIL PROTECTED] wrote:

  If the kernel developers can address this point I would be most
  interested, in fact I don't want to hear any more about sharing
 lowlevel
  VGA device drivers until someone addresses why it is acceptable to
 have
  two separate driver driving the same hardware for video and not for
  anything else.. (remembering graphics cards are not-multifunction
 cards -
  like Christoph used as an example before - 2d/3d are not separate
  functions...)...
 
 Well, Alan's proposal gets things back into a working shape with both
 fbdev and get additional benefits like hotplug and autloading without
 a major revamp of everything.  The major rework will have to happen
 sooner
 or later anyway, but by fixing the obvious problems we face now first it
 can be done in small pieces and with far less pressure.
 
Not to step on toes, but...  From what I can tell the idea is to add code
into FB that calles functions in the DRM and vice vers.  This would seam
to  add another ABI.  Unless the code gets linked into one module, this
idea has been flamed and killed already.

I would be willing to bet that if some one did this, into one module, it
would be exepted by all.  However I don't see why we can't add multi-head
support, posibly at the same time? -Since Joe seams so willing to do this,
why not let him.

 
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Re: radeon-pre-2

2004-09-11 Thread Mike Mestnik

--- Alan Cox [EMAIL PROTECTED] wrote:

 On Sad, 2004-09-11 at 16:53, Vladimir Dergachev wrote:
   Lastly, I am not saying you have to put all the code in the same
 file.
  All I am saying we can mandate that all Radeon HW specific code is
 linked
  in one module - and this would make things easier for developers.
 
 And if I want dri but not frame buffer, or vice versa, as the majority
 of current users do 
 
Hopefully any change to the kernel will allow building FB without DRM. 
This is a trivial seperation of code, that I might add has allready been
done, a good point that we should keep it this way.  Yes, there will be
some new memory mngmt code, posibly optonal as well, that is needed for
multi-headed setups.

   I would agree that this can be coded as well - but why bother ?
 Or is 
  it done and working already ?
 
 Splitting the modules up is the easy bit. The API is the hard bit so you
 might as well formalize it. It also gives the users the ability to not
 load huge radeon modules.
 
 
 
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drm_bufs.h: order as an OS specific way of computation?

2004-09-09 Thread Mike Mestnik
What would be the method for submiting a patch to to move this into
non-OS_specific code?

Here is the current diff from Linux to BSD...
-/**
- * Compute size order.  Returns the exponent of the smaller power of two
which
- * is greater or equal to given number.
- * 
- * \param size size.
- * \return order.
- *
- * \todo Can be made faster.
+
+/*
+ * Compute order.  Can be made faster.
  */
 int DRM(order)( unsigned long size )
 {
int order;
unsigned long tmp;
 
-   for (order = 0, tmp = size  1; tmp; tmp = 1, order++)
-   ;
+   for ( order = 0, tmp = size ; tmp = 1 ; ++order );
 
-   if (size  (size - 1))
+   if ( size  ~(1  order) )
++order;
 
return order;
 }

Aside from copying the doxygen it would be nice the spellout where the
name 'order' came from and what it means.  Do these functions still
compute the same value and can the changes be synced?




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Re: [BUG] r200 dri driver deadlocks

2004-09-07 Thread Mike Mestnik

--- Felix Kühling [EMAIL PROTECTED] wrote:

 On Sun, 05 Sep 2004 20:14:43 -0400
 Lee Revell [EMAIL PROTECTED] wrote:
 
  On Sun, 2004-09-05 at 16:18, Patrick McFarland wrote:
 [snip]
   
   That shouldn't matter, should it? The userland stuff should never
 lock
   the machine up.
   I'll test it anyhow, though.
  
  No, it shouldn't.  Anything that directly accesses hardware belongs in
  the kernel.  How to fix this is a pretty hot topic now.
 
 That's not the whole truth. There are just too many ways to lock up
 those 3D chips. For instance I fixed a lockup in the r100 driver where
 the order in which state changing commands were sent to the hardware
 would cause a lockup. Each individual state changing command is
 perfectly valid. Finding all permutations that trigger a lockup would
 have been too much of a hassle and may not even have been true for all
 supported hardware out there. So we made the user-space driver emit
 state changing commands in a fixed order, which seems to work
 everywhere.
 
Dose the DRM varify that the cmds are in this order?  Why not just have
the DRM 'sort' the cmds?  A simple bouble sort would have no more overhead
then the check for correct order, but it would fix missordered cmd
streams.

Once this is done the statement holds true, userland stuff should never...

 Regars,
   Felix
 
  
  Lee
  
 
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Re: [BUG] r200 dri driver deadlocks

2004-09-07 Thread Mike Mestnik
Most IMPORTANT is that some-one some-where there is a list of ALL of
these.  These are best in the form of code comments so the the respective
places in the code can be changed.

--- Dave Airlie [EMAIL PROTECTED] wrote:

  Dose the DRM varify that the cmds are in this order?  Why not just
 have
  the DRM 'sort' the cmds?  A simple bouble sort would have no more
 overhead
  then the check for correct order, but it would fix missordered cmd
  streams.
  
  Once this is done the statement holds true, userland stuff should
 never...
  
 
 Feel free to implement it and profile it, but there are so many ways
 to lock up a radeon chip it is scary, the above was just one example,
 some days if you look at it funny it can lockup :-), it is accepted
 that userland can crap out 3D chips, the Intel ones are fairly easy to
 hangup also..
 
I'd love to, where do I start?  The problem he is that I have no-idea...
1. What values I'd neet to test for and sort.
2. The order of the sorting(probly documented in DRI-client code).
3. Where in the DRM I can proform the needed test and sort.

I would also love a list of ALL of these so I can fix them one by one.  A
good project for a new DRI developer, no.

 Dave.
 




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Re: [BUG] r200 dri driver deadlocks

2004-09-07 Thread Mike Mestnik
Sorry, I don't know why we are cross posting and including subscribers in
CC.  This belongs on the DRI list, as it is only with 3rd party DRI-client
code that the problem exists.

--- Dave Airlie [EMAIL PROTECTED] wrote:

 On Tue, 07 Sep 2004 09:07:11 +0200, Arjan van de Ven [EMAIL PROTECTED]
 wrote:
  On Tue, 2004-09-07 at 08:54, Dave Airlie wrote:
  
   Feel free to implement it and profile it, but there are so many ways
   to lock up a radeon chip it is scary, the above was just one
 example,
   some days if you look at it funny it can lockup :-), it is accepted
   that userland can crap out 3D chips, the Intel ones are fairly easy
 to
   hangup also..
  
  
  hmmm.. I thought the entire reason for having part of DRM in the
 kernel
  was to be able to prevent such events from happening
 
 only one reason...
 http://dri.sourceforge.net/doc/drm_low_level.html
 
 But to be honest the chips are entirely capable of locking up on what
 the docs say are valid things, writing enough workarounds and test
 would bloat the drm considerably,
 at the moment we try and have it so a valid OpenGL application doesn't
 lock it up, but someone writing directly to the DRM would be able to
 lockup a fair few chips in many interesting ways
 
 Dave.
 

--- Roland Scheidegger [EMAIL PROTECTED] wrote:
 
 I seriously doubt this is doable. Unless you put the whole driver in the
 
 kernel, which of course nobody wants. I frequently caused gpu lockups by
 
 experimental driver changes (for instance, wrong vertex setup). I think 
 the consensus was that it's ok for the driver to lock up the gpu, but it
 
 should not lock up the kernel.
 It might be possible to prevent lockups by a watchdog, resetting the gpu
 
 if a lockup is detected. This is how ATI deals with lockups in windows 
 (dubbed VPU Recover), and there is a patch floating around for DRI too
 
 (though it is not exactly for that, and doesn't always work).
 
 Roland
 

It's a simple matter of enforcing 3rd party(this means every DRM user)
clients to use DRI's *dialect or style*.  If the DRM see activities that
are not expected to be generated by pure DRI-clients, action should be
taken to prevent a posible lockup.  This means that even valid activities
should be treated as invalid IF the DRM can clerly detect a deviation from
pure DRI-client activities.

For example, pure DRI-clients emit state changing commands is a vary
specific order.  The DRM could easily spot if these cmds where out of any
knowen/used order or if any other cmds where also inserted into the
expected order.  This should be denied.  Only DRI-clients(any client)
using the DRI supplied order(the one used by pure DRI-clients) should be
allowed to access the hardware.







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Re: cond_resched: DRM Patch.

2004-08-30 Thread Mike Mestnik
Read my comment at the end where iritations not time should be passed to
this macro.  The time we set is allways '1'.

--- Francois Romieu [EMAIL PROTECTED] wrote:

 Mike Mestnik [EMAIL PROTECTED] :
 [DRM_UDELAY patch]
 
 Does actually a DRM_UDELAY(d) with d  100 appear somewhere in the
 sources ?
 
 --
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cond_resched: DRM Patch.

2004-08-29 Thread Mike Mestnik
Coulden't cause DRI/DRM to break on my non-SMP radeon preempt system. 
Could this be commited, in one form or another?

cvs diff: Diffing .
Index: drm_os_linux.h
===
RCS file: /cvs/dri/drm/linux/drm_os_linux.h,v
retrieving revision 1.21
diff -u -r1.21 drm_os_linux.h
--- drm_os_linux.h  27 Aug 2004 09:11:06 -  1.21
+++ drm_os_linux.h  29 Aug 2004 21:39:47 -
@@ -14,7 +14,17 @@
 #define DRM_ERR(d) -(d)
 /** Current process ID */
 #define DRM_CURRENTPID current-pid
-#define DRM_UDELAY(d)  udelay(d)
+extern int panic_timeout;
+#define DRM_UDELAY(d)  do { \
+   if (!panic_timeout) { \
+  cond_resched(); \
+  if (d  100) \
+   msleep(d); \
+  else \
+   udelay(d); \
+   } else \
+ udelay(d); \
+} while (0)
 /** Read a byte from a MMIO region */
 #define DRM_READ8(map, offset) readb(((unsigned long)(map)-handle) +
(offset))
 /** Read a word from a MMIO region */

The msleep will never be trigered, cause 'd' is time( == 1) not
iritations( == i).  This should be fixed in the code that uses DRM_UDELAY,
and maby a name change too.




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Re: drm patch

2004-08-27 Thread Mike Mestnik
Not to be a nit prick, but shoulden't there at least be a warning that
VesaFB and the DRM are using the same Hardware?  Thought this is
supported.

Warning: VesaFB and the DRM are using the\n
same Hardware, Thought this is supported.

--- Jon Smirl [EMAIL PROTECTED] wrote:

 Here is the current version of the patch. As soon as Dave approves it
 will go in.
 
 The problem was a conflict between VesaFB and DRM. The patch detects
 VesaFB and puts DRM in stealth mode.
 
 =
 Jon Smirl
 [EMAIL PROTECTED]
 
 
   
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edited =
 --- 1.9/linux/drm_drv.h   Wed Aug 25 16:55:12 2004
 +++ edited/linux/drm_drv.hThu Aug 26 00:40:06 2004
 @@ -602,7 +602,7 @@
  static int __init drm_init( void )
  {
   struct pci_dev *pdev = NULL;
 - struct pci_driver *pdriver = NULL;
 + struct pci_device_id *pid;
   int i;
   
   DRM_DEBUG( \n );
 @@ -613,25 +613,39 @@
  
   DRM(mem_init)();
   
 - for (i=0; DRM(pciidlist)[i].vendor != 0; i++) {
 - pdev = pci_get_subsys(DRM(pciidlist[i]).vendor,
 DRM(pciidlist[i]).device, DRM(pciidlist[i]).subvendor,
 DRM(pciidlist[i]).subdevice, NULL);
 - if (pdev)
 - {
 - pdriver = pci_dev_driver(pdev);
 - if (pdriver)
 - {
 - DRM(fb_loaded)=1;
 - drm_probe(pdev, DRM(pciidlist[i]));
 - }
 - else
 + for (i=0; (DRM(pciidlist)[i].vendor != 0)  !DRM(fb_loaded); i++) {
 + pid = DRM(pciidlist[i]);
 + 
 + /* pass back in pdev to account for multiple identical cards */
 + while ((pdev = pci_get_subsys(pid-vendor, pid-device,
 pid-subvendor, pid-subdevice, pdev))) {
 + /* is there already a driver loaded, or (short circuit saves 
 work)
 */
 + /* does something like VesaFB have control of the memory 
 region? */
 + if (pci_dev_driver(pdev) || pci_request_regions(pdev, DRM 
 scan)) {
 + /* go into stealth mode */
 + DRM(fb_loaded) = 1;
   pci_dev_put(pdev);
 + break;
 + }
 + /* no fbdev or vesadev, put things back and wait for normal 
 probe */
 + pci_release_regions(pdev);
 + pci_dev_put(pdev);
   }
   }
   
 - if (DRM(fb_loaded)==0)
 + if (DRM(fb_loaded) == 0)
   pci_register_driver(drm_driver);
 - else
 + else {
 + for (i=0; DRM(pciidlist)[i].vendor != 0; i++) {
 + pid = DRM(pciidlist[i]);
 + 
 + /* pass back in pdev to account for multiple identical cards */
 + while ((pdev = pci_get_subsys(pid-vendor, pid-device,
 pid-subvendor, pid-subdevice, pdev))) {
 + /* stealth mode requires a manual probe */
 + drm_probe(pdev, DRM(pciidlist[i]));
 + }
 + }
   DRM_INFO(Used old pci detect: framebuffer loaded\n);
 + }
   return 0;
  }
  
 




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Re: 2.4.8.1+P6: radeon, dri xruns

2004-08-27 Thread Mike Mestnik
I guess I don't understand, the article said the sound(OSS) took the BKL? 
It didn't say that ALSA's OSS is effected, I'm assuming that it is not. 
In any case ALSA still uses ioctls.  So no mater what sound takes the BKL
and disables preemption?

I don't think that preemption could work at all, unless when the BKL is
[1]droped you preemptate.  I think you have something wrong, as DRI dose
these things alot so it might not block preemption.

1.  msleep, usercpy, ect.

--- Lee Revell [EMAIL PROTECTED] wrote:

 On Sun, 2004-08-22 at 22:09, Mike Mestnik wrote:
  --- Jon Smirl [EMAIL PROTECTED] wrote:
  
   Michel pointed out that all IOCTL calls hold the big kernel lock.
   Releasing this lock is sure to case problems since the DRM code is
 not
   designed to be reentrant. I don't know what it will take to fix
 locking
   to allow this, maybe one of the original DRM authors will pop in
 here
   with the answer. Until locking is adjusted we can't add the schedule
   call.
   
  From what I'v read, http://lwn.net/Articles/86859/, it's not a global
  kernel lock (I.E. it dosen't stop non-locked kernel code from
 running). 
  So the only reason it effects audio performace is that well, read the
  article :)
  
 
 The reason the BKL affects audio performance is that taking the BKL
 disables preemption.
 
 Lee
 
 
 
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Re: 2.4.8.1+P6: radeon, dri xruns

2004-08-23 Thread Mike Mestnik

--- Lee Revell [EMAIL PROTECTED] wrote:

 On Sun, 2004-08-22 at 22:09, Mike Mestnik wrote:
  --- Jon Smirl [EMAIL PROTECTED] wrote:
  
   Michel pointed out that all IOCTL calls hold the big kernel lock.
   Releasing this lock is sure to case problems since the DRM code is
 not
   designed to be reentrant. I don't know what it will take to fix
 locking
   to allow this, maybe one of the original DRM authors will pop in
 here
   with the answer. Until locking is adjusted we can't add the schedule
   call.
   
  From what I'v read, http://lwn.net/Articles/86859/, it's not a global
  kernel lock (I.E. it dosen't stop non-locked kernel code from
 running). 
  So the only reason it effects audio performace is that well, read the
  article :)
  
 
 The reason the BKL affects audio performance is that taking the BKL
 disables preemption.
 
But ONLY while your not sleeping.

 Lee
 
 




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Re: Proper way of implementing context switches....

2004-08-23 Thread Mike Mestnik

--- Eric Anholt [EMAIL PROTECTED] wrote:

 On Mon, 2004-08-23 at 15:24, Ian Romanick wrote:
  Thomas Hellström wrote:
  
   As some of you might have read on another thread, there is a
 discussion 
   how to handle the X server (and possibly other) 2d contexts in the
 via / 
   unichrome family of drivers that expects certain 2d engine register 
   values to stay the same even when other contexts or DMA commands
 have 
   played.
   
   Looking at the now obsolete gamma driver and ffb_context.c, some 
   register values are saved at context switches whereas in other
 drivers 
   this does not seem to happen.
   
   What is the common practice? That all clients always reinitialize
 the 
   engines every time they are used or that the drm saves the registers
 
   that are commonly used by different clients as part of the context
 switch?
  
  The common practice is to define a set of register groups, and
 define 
  a bit mask for with 1 bit per group (usually called dirty bits). 
 When 
  a context gets the hardware lock, it checks to see if any other
 context 
  has held the lock since the last time it held it.  If another context 
  has, it looks at the bit mask (stored in the SAREA).  Any set dirty
 bits 
  mean the some other context modified some register in that group.  The
 
  dirty register(s) is then reset to the value expect by the context now
 
  holding the lock.
 
 Another way is what the radeon/r200 drivers do: When you grab the lock
 from someone else, *all* state is dirty.  You can see an example in
 radeon_dri.c.  When we grab the lock, we mark the 3d state invalid so
 that the next use of it (Render acceleration) resets it all.
 
 To be totally correct, in my opinion, the EnterServer for Radeon should
 be resetting some of the 2d state that it depends on, as well.  As it
 is, it looks like if someone wanted to set things like the default
 offset in the 3d driver, they'd have to update the 2d driver to reset it
 when grabbing the lock, bump the DDX version, and check for that version
 in the 3d driver and deal with it appropriately.
 
Are there alot of registers, more then 300?  If not why would they be
broken up into groups, I'm guessing each function/group only has 7 to 10
registers.  It seams like you would wast more cycles on conditional jumps
then on just pushing the state.

 -- 
 Eric Anholt[EMAIL PROTECTED]  
 http://people.freebsd.org/~anholt/ [EMAIL PROTECTED]
 
 
 
 
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Re: 2.4.8.1+P6: radeon, dri xruns

2004-08-22 Thread Mike Mestnik

--- Jon Smirl [EMAIL PROTECTED] wrote:

 Michel pointed out that all IOCTL calls hold the big kernel lock.
 Releasing this lock is sure to case problems since the DRM code is not
 designed to be reentrant. I don't know what it will take to fix locking
 to allow this, maybe one of the original DRM authors will pop in here
 with the answer. Until locking is adjusted we can't add the schedule
 call.
 
From what I'v read, http://lwn.net/Articles/86859/, it's not a global
kernel lock (I.E. it dosen't stop non-locked kernel code from running). 
So the only reason it effects audio performace is that well, read the
article :)

Also DRI allready runes with it off in ioctls, every time there is a
sleep.  This is why DRI has spinlocks, right?  Now if we turn BKL off for
our ioctls we defeat the pupose it was turned on for, what is that?  Would
it be posible to use differed execution instead of blindly droping the
BKL? 

As for the other DRI-spinlocks the code presented by Ingo Molnar lookes
correct, no arguments here.  I just don't see why DRI needs to drop the
BKL any sooner then any other part of the kernel?  After all DRI dosen't
request it, it's just one of many victums of the ioctl BKL.  So I think it
would be best to let upstream fix the DRI BKL problem.

 --- Fernando Pablo Lopez-Lezcano [EMAIL PROTECTED] wrote:
 
  On Fri, 2004-08-20 at 22:59, Jon Smirl wrote:
   I don't believe the DRM drivers are holding any global kernel locks
   when they do wait_for_fifo. Any locks held would be internal to DRM
  and
   can be changed if needed.
  
  There must be a lock. I used to use a patch that I found somewhere
  (that
  does conditional reschedules), but it triggers the scheduling while
  lock held kernel oops if you enable that option in the kernel
  configuration. 
  
  -- Fernando
  
   --- Lee Revell [EMAIL PROTECTED] wrote:
   
On Sat, 2004-08-21 at 01:29, Jon Smirl wrote:

 What's the right way to write a loop like this that meets the
  above
 requirements and also satisfies the audio needs?
 

I think it depends on which locks you are holding, and what kind
  of
locks they are.

Lee


   
   
   =
   Jon Smirl
   [EMAIL PROTECTED]
   
   
 
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Re: 2.4.8.1+P6: radeon, dri xruns

2004-08-22 Thread Mike Mestnik

--- Ingo Molnar [EMAIL PROTECTED] wrote:

 
 * Jon Smirl [EMAIL PROTECTED] wrote:
 
  --- Ingo Molnar [EMAIL PROTECTED] wrote:
   the cleanest and highest performing solution would be to have an
   interrupt source for 3D completion - do you have such an interrupt
   handler handy? If yes then you can sleep precisely up to completion:
  
  Interrupts are not a good solution. The hardware would generate
  millions of them per second. This is the same problem network cards
  have, you can interrupt the machine to death.
 
 you'd only have to enable interrupt generation when you are not
 busy-polling. In 99.9% of the cases (when !need_resched()) you could
 busy poll as much as you want, and keep IRQ generation off. Very likely
 IRQ generation can be turned on/off via a single PCI write on most 3D
 hardware. Anyway, IRQ generation would just be a 'nice' thing. But the
 following property is a must:
 
This lookes like a great idea.  We turn on interrupt generation just after
we drop our spinlock(in the if need_resched() block).  This would greatly
improve system proformance as IRQs would only be used when we wait for
long periods.

  I would expect the best solution is to make a few passes through the
  loop delaying a couple usec to catch the common case of quick
  completion. Then switch to doing need_resched().
 
 no. If need_resched() is set then the code *must* try to schedule ASAP. 
 There is no excuse for not doing so - 'performance will suffer' is not a
 correct argument becase _if_ need_resched() is true then the system (and
 the user) doesnt want the 3D app to run right now. There will be no
 performance difference to the 3D app, since by having high latencies the
 DRI code does not give any extra performance to 3D apps, it only
 increases the scheduling latency! The timeslices of the 3D app are used
 up depending on how long the 3D app runs - so if it burns cycles
 busy-polling it will in fact get less CPU time on average. (if the CPU
 is contended.)
 
I see jerky ness alot with Q3, where frame rate spikes for one frame. 
This lookes like a good explination, as the frame b4 and after would have
many of the same GL calls.

End Of Line.

 Anyway, need_resched() set is not a common condition, and if it happens
 then kernel code _must_ react. (In fact most kernel code will be
 preempted right away - but the DRI code runs under spinlocks.)
 
 So the correct solution is to add something like this to _at least_ the
 busy-polling code:
 
   if (need_resched()) {
   ... drop locks ...
   cond_resched();
   ... reacquire locks ...
   }
 
 or, if there's a single spinlock held (the BKL doesnt count) then:
 
   cond_resched_lock(driver-lock);
 
 (but the locking obviously has to be correct and safe.)
 
 ok?
 
   Ingo
 
 
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Re: [Xorg] Any patches for X.Org release?

2004-08-10 Thread Mike Mestnik

--- Dave Airlie [EMAIL PROTECTED] wrote:

 
  Can the VIA DRI stuff get pushed through to the kernel with the S3
  stuff please, even if we mark VIA as experimental
 
 the DRM stuff? We need to mark as insecure, I really don't want anything
 that the authors consider insecure to go anywhere outside the DRM...
 
Just for calarity.
The DRM stuff is insecure, it should not go anywhere outside CVS.

 If it allows the user to control the PCI bus mastering registers we
 can't
 really put it in the kernel...
 
 Dave.
 
 -- 
 David Airlie, Software Engineer
 http://www.skynet.ie/~airlied / airlied at skynet.ie
 pam_smb / Linux DECstation / Linux VAX / ILUG person
 
 
 
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Re: dri/sparc64 status

2004-07-31 Thread Mike Mestnik
Yes, it is posible.  However my Ultra5 only has 4MB video ram(this MUST be
wrong) detected by XFree86.  Also I don't know how or why but XFree86
insinsts on not EVER changing the video resolution, thought it is posible
to change the number of colors and use VirtualDesktop space.  So if I made
sure to tell the openprom to boot in a low resolution mode I could get DRI
to work, thought I think 1024x768 is small enuff and I still need like 16k
more memory to turn on DRI with 8bpp.

This post is to make the dri-devel archive more complete.

--- Stilgar [EMAIL PROTECTED] wrote:

 
 Hello,
 
 I've noticed you're trying to make DRI work on
 sparc64 hardware.
 I'm thinking of buying an Ultra5 or Ultra10 to do
 some OpenGL.
 I don't know what kind of hardware you've got, and
 how far you made it... Someone I know on freenode
 told me it was possible to build dri and get the U5's onboard
 framebuffer to work with it. Any pointers / information ?
 
 Stilgar
 




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Toutched registeres, and other state, are not poped at exit.

2004-07-26 Thread Mike Mestnik
I have had this problem B4 with gatos, loading DRI then gatos crashed. 
Now I have the same problem with Debian's xserver-xfree86.

I can run my r200 in MergedFB mode then xinermia.  After finding that
nether had ForceMinDotClock I switched to Debian's 2D driver.  My system
froze like  a box of chocolates.  After reboting Debian's 2D driver worked
fine.

This all goes back to needing 'one' device driver, but can be
fixed/bypased if all device drivers play nice(DRI dose not/has not).





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DRI: Still not working on Sparc(Mach64).

2004-07-19 Thread Mike Mestnik
I have an SUN-Ultra10 with a built in mach64.

The one thing hanging me up is getting an Xserver that will load the
DRI(ver).  I have built the DRIver from the Mesa tree and the DRM as well.
 These by them selves seam to be in good order and loadable.  However the
only Xserver I can build is Debian's Xfree86(4.3.0.dfsg.1-6).

I have also tryied to use xserver-xfree86-dri-mach64(2003.05.04-1) with
broken/old ABI support.

This is what I get trying to build DRI's Xserver(make World).  As I
understand it sparc asm support is only for solaris at this time.  I was
able to fix all the header problems but then the build stoped on the old
global register problem.
sparc.c:32:21: context.h: No such file or directory
sparc.c:33:26: math/m_xform.h: No such file or directory
sparc.c:34:27: tnl/t_context.h: No such file or directory
sparc.c:35:19: sparc.h: No such file or directory
sparc.c:72: error: parse error before '*' token
sparc.c:72: warning: function declaration isn't a prototype
...
make[6]: *** [sparc.o] Error 1
make[6]: Leaving directory `/root/xfree86/xc/lib/GL/mesa/sparc'
make[5]: *** [all] Error 2




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RE: ltrace: Logging openGL calls.

2004-07-13 Thread Mike Mestnik
I found this cool program ltrace that I have tested on glxgears...

gettimeofday(0xb7e8, 0xb7f0) = 0
XPending(0x804c008, 0x322, 0, 0x4014, 0xcccd) = 0
glClear(16640, 0xb850, 0xb7f8, 0x4018ed28, 0) = 0x8004
glPushMatrix(16640, 0xb850, 0xb7f8, 0x4018ed28, 0) = 0x806a0b0
glRotatef(0x41a0, 0x3f80, 0, 0, 0)   = 0x3f80
glRotatef(0x41f0, 0, 0x3f80, 0, 0)   = 0x3f80
glRotatef(0, 0, 0, 0x3f80, 0)= 0x8054020
glPushMatrix(0, 0, 0, 0x3f80, 0) = 0x806a160
glTranslatef(0xc040, 0xc000, 0, 0x3f80, 0) = 0x8069fb0
glRotatef(0x4500e000, 0, 0, 0x3f80, 0)   = 0x3f80
glCallList(1, 0, 0, 0x3f80, 0)   = 0
glPopMatrix(1, 0, 0, 0x3f80, 0)  = 0x806a000
glPushMatrix(1, 0, 0, 0x3f80, 0) = 0x806a160
glTranslatef(0x4046, 0xc000, 0, 0x3f80, 0) = 0x8069fb0
glRotatef(0xc5812800, 0, 0, 0x3f80, 0)   = 0x3f80
glCallList(2, 0, 0, 0x3f80, 0)   = 0
glPopMatrix(2, 0, 0, 0x3f80, 0)  = 0x806a000
glPushMatrix(2, 0, 0, 0x3f80, 0) = 0x806a160
glTranslatef(0xc046, 0x4086, 0, 0x3f80, 0) = 0x8069fb0
glRotatef(0xc581a800, 0, 0, 0x3f80, 0)   = 0x3f80
glCallList(3, 0, 0, 0x3f80, 0)   = 0
glPopMatrix(3, 0, 0, 0x3f80, 0)  = 0x806a000
glPopMatrix(3, 0, 0, 0x3f80, 0)  = 0x806a000
glXSwapBuffers(0x804c008, 0x322, 0, 0x4014, 0xcccd) =
0x8004
gettimeofday(0xb7e8, 0xb7f0) = 0
XPending(0x804c008, 0x322, 0, 0x4014, 0xcccd) = 0


--- Daniel Vogel [EMAIL PROTECTED] wrote:
  could you please enlighten us which code path UT2003/2004 use 
  on r200/rv250 when firing the 'Shock Rifle'?
 
 The engine doesn't have a special code path per weapon effect but rather
 relies on a material system artists use to come up with materials used
 for visual effects that then get translated to the fixed function
 pipeline with varying amount of passes depending on HW capabilities.
 
  One/two texture units?
 
 Sorry, I don't know.
 
 I suggest you create a small cube test level in UnrealEd, disable the
 HUD (killall HUD) and first person weapon (either show gun or show
 weapon - forgot which one), give yourself all weapons (loaded),
 switch to the shock rifle, log the number of primitives rendered for
 each DrawArrays or whatnot call and then change the driver code to
 create a snapshot of the current state on other calls (aka when you fire
 the gun).
 
 Alternatively you could change the driver to force synchronization after
 each rendering call and dump the current state if you detect the card
 doesn't respond. Dunno how feasible this is with R200 but it should
 definitely work with R300.
 
 -- Daniel, Epic Games Inc
 
 
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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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Re: Nothing written to snort logfiles

2004-06-16 Thread Mike Mestnik
Too be honest, I don't know anything about snort. :)  I just was looking
at another users snort.conf cause of the strange error he posted and saw
the coding problem via the source(AKA force).

--- James Sinnamon [EMAIL PROTECTED] wrote:
 Mike,
 
 Thanks for the information and the useful regexp. 
 
 I can't quite work out what was happening yesterday.  I think I removed
 any  /^#.*\\$/ lines which were intermingled between one line with a 
 continuation character and its continuation line.
 
 As I wrote on the snort-users list:
 
 I have been able to reach first base by adding the following rule: 
 
 alert tcp any any - any any (msg:ANY PROBE any attempt;)
 
  to /etc/snort/rules/experimental.rules, which is included in 
 /etc/snort/snort.conf.  
 
 Of course this causes a flood of messages 
 and warnings, but at least I can see that Snort is responding to 
 attempted and actual connections made to my firewall computer 
 ports.  
 
 Conversely, removing the above rule causes the flood of warnings  
 to diminish to practically nothing.
 
 I am still not sure why the nmap probes referred to earlier 
 did not trigger any messages, but at least  I now have some
 ability to test cause and effect.
 
 
 
 If, from now on, the presence of any /^#.*\\$/ lines causes a problem, 
 which I can reproduce I will open a bug report as you suggested.
 
 Thanks for your help.
 
 Best regards,
 
 James
 
 
  
 On Wed, 16 Jun 2004 04:36 am, Mike Mestnik wrote:
  If you read the archives of June 14-15(just 2 days agoe) you will see
 that
  we suspect any line in the form of /^#.*\\$/ to cause bad behaviour.
  These comments are getting meesed up by the cuntinue operator '\'.
 
  What's worse is that these comment lines most likely contain valid
 code.
  Thus the error is in a line much greater than the comment that caused
 the
  error.
 
  This could be something that just sliped into the latesed release. 
 Try
  running an older version and see if the problem persits, also get in
 touch
  with the other person who had simular problems.  See if there is a
 Debian
  bug repot, if not work with the other person too open one.
 
  --- James Sinnamon [EMAIL PROTECTED] wrote:
   Dear Debian firewallers,
  
   I am not getting anything written to my log files.
 
 snip/
 
 
 -- 
 James Sinnamon
 jps at westnet com auStralia
 ph +61 412 319669, +61 2 95692123, +61 2 95726357
 




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Re: [Xorg] DRI merging

2004-06-15 Thread Mike Mestnik
Exatly, so what's the problem??

The new program won't do that.  However the older X server will so this is
a non-issue.  We are 'hopefully' talking about DRI enabeled systems,
making them better than Longhorn.
For non 3d(DRI) systems I would hope that Mesa would be able to use there
2d parts to help the software renderer work faster.  This work is needing
tobe done, it would speed up ALL OpenGL apps for these older systems, with
or with-out Joe's work(The DirectFB replacement).

--- Alan Cox [EMAIL PROTECTED] wrote:
  Where DRI is not supported it's not used, why should any other driver
 be
  forced to work every where?
 
 All the current drivers barring some OS specific things like Linux frame
 buffer driver work when DRI isnt available on that platform and fall
 gracefully back to 2D with software 3D, including those that when DRI is
 available use the DRI layer for 2D.
 
 This is an important part of the XFree/Xorg tradition.
 




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Re: [Xorg] DRI merging

2004-06-15 Thread Mike Mestnik
Opps, Jon sorry.

It's Jon Smirl's DirectFB replacement.

--- Mike Mestnik [EMAIL PROTECTED] wrote:
 Exatly, so what's the problem??
 
 The new program won't do that.  However the older X server will so this
 is
 a non-issue.  We are 'hopefully' talking about DRI enabeled systems,
 making them better than Longhorn.
 For non 3d(DRI) systems I would hope that Mesa would be able to use
 there
 2d parts to help the software renderer work faster.  This work is
 needing
 tobe done, it would speed up ALL OpenGL apps for these older systems,
 with
 or with-out Joe's work(The DirectFB replacement).
 
 --- Alan Cox [EMAIL PROTECTED] wrote:
   Where DRI is not supported it's not used, why should any other
 driver
  be
   forced to work every where?
  
  All the current drivers barring some OS specific things like Linux
 frame
  buffer driver work when DRI isnt available on that platform and fall
  gracefully back to 2D with software 3D, including those that when DRI
 is
  available use the DRI layer for 2D.
  
  This is an important part of the XFree/Xorg tradition.
  
 
 
 
   
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Re: [Xorg] DRI merging

2004-06-15 Thread Mike Mestnik
--- Michel Dänzer [EMAIL PROTECTED] wrote:
 On Mon, 2004-06-14 at 21:08 -0700, Mike Mestnik wrote: 
  Your right about adding interfaces into the kernel, but what's
  proposed(the non hotplug stuff) is small and relitively uninteresting
  since it's not used by X.  There are no currently pkged programs that
  would use these extentions so there is nothing stoping a rewrite b4
 the
  user part is released.
 
 So you propose to add an immature interface to the mainline DRM/kernel
 and cross fingers that it won't turn into a maintenance and/or security
 nightmare before it gets rewritten? Sounds a little backwards to me.
 
maintenance: No apps currently shiped would use it I.E. it's not going
into X.
security: It's a simple ioctl to change modes, if it's not easy to audit
then it's overly complex for what it dose.  Surely X has the same problem,
if you can some how make a modeline that runs arbitrary code?

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




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Re: [Xorg] DRI merging

2004-06-15 Thread Mike Mestnik
--- Michel Dänzer [EMAIL PROTECTED] wrote:
 On Sun, 2004-06-13 at 12:35 -0700, Jon Smirl wrote:
  
  2) copy of the user space code from XFree86 into a standalone library
 - now you
  have to be root to play with the chip.
  3) Add a couple of IOCTLs to DRM to support modes/cursors. Do as much
 of the
  work as possible in user space and just pass final register values to
 the
  IOCTLs.
  
  I would like to see #3. I have implemented #3 locally for the radeon
 but there
  is no acceptance for adding it to main DRM drivers.
 
 Of course, you neglect to mention the reasons for that. For one, you
The reasons for that?
I don't think I understand what reasons your talking about.

 haven't presented an interface yet that you have shown to remove the
The inerface would be card specific, all cards set modes diffrently.

 need to be root and a significant amount of code from the kernel at the
X runes as root and dose all the mode setting!!  

 same time. Obviously, immature solutions can't go into the DRM trunk and
Like I said some cards may need more kernel side then others, however I
think the library approch workes best.  Using a secure 0666 mode setting
devce with a std lib API is the best way to go.  Thought the kernel
interface is GOING to be card specific, some cards will requier a setuid
root(Xserver) to do the acctual mode switching.

 consequently the kernel because if they don't work out, they can become
maintenance nightmares: If the client code was going into XFree86 I'd
agree.  However it's not, it's going into a new project that currently
Isn't shiped by any one.

 maintenance nightmares. You have repeatedly been encouraged to develop a
 prototype system on branches or separate trees though. Don't wait for
Like I said, paches avalible.

 everyone else to drop everything else.
Lookes like a project that just needs some loving.  DirectFB might have
done better if it had some support as well.  Lookes like a case of 'Not
Made Here' syndrome.  Gatos was also effected by this, it had a working
DRI but was ignored for woking on the 'Made Here' DRI that was less
capable in the Xvideo respects.

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



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Re: [Xorg] DRI merging

2004-06-15 Thread Mike Mestnik
--- Michel Dänzer [EMAIL PROTECTED] wrote:
 On Tue, 2004-06-15 at 14:11 -0700, Mike Mestnik wrote:
  --- Michel Dnzer [EMAIL PROTECTED] wrote:
   On Mon, 2004-06-14 at 21:08 -0700, Mike Mestnik wrote: 
Your right about adding interfaces into the kernel, but what's
proposed(the non hotplug stuff) is small and relitively
 uninteresting
since it's not used by X.  There are no currently pkged programs
 that
would use these extentions so there is nothing stoping a rewrite
 b4
   the
user part is released.
   
   So you propose to add an immature interface to the mainline
 DRM/kernel
   and cross fingers that it won't turn into a maintenance and/or
 security
   nightmare before it gets rewritten? Sounds a little backwards to me.
   
  maintenance: No apps currently shiped would use it I.E. it's not going
  into X.
 
 Then why does it need to go mainline? *shrug*
 
Is a branch considered mainline for the DRM?

 
  security: It's a simple ioctl to change modes, if it's not easy to
 audit
  then it's overly complex for what it dose.  Surely X has the same
 problem,
  if you can some how make a modeline that runs arbitrary code?
 
 No, that's the difference between an abstract mode description and a
 register dump. For the latter, you either need to prevent harmful
 register value combinations (which I'm not convinced takes significantly
 if any less code than generating the register values in the first place)
 or require root privileges. (And root can already write to registers
 with the existing interface...)
 
Like I said every card will do things diffrently, what we need is just a
replacement for XFree86 mode setting.  Like I hinted XFree86 could be used
to set the mode, then it would have to exit or step out of the way.  The
cuttrent setuid root aproch workes fine, thought it's less secure then a
kernel based solution(that may never exist for some cards).

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

2004-06-14 Thread Mike Mestnik
Ohh I get it, on non dri OSes there is a PROFORMANCE LOSS!!!

--- Alan Cox [EMAIL PROTECTED] wrote:
 On Sul, 2004-06-13 at 22:58, Mike Mestnik wrote:
  The DRM is a kernel driver that allowes the user-apps to use a 3D
 cards
  API.  Fbdev is smaller then the DRM and will be asimulated and it's
  functions emulated or replaced.
 
 On Linux and FreeBSD only, and there isnt yet a consensus on the 
 Fbdev+DRI+text console+security+hotplug pile other than that it needs to
 be resolved.
 
 Hopefully the kernel summit in July will provide some more definitive
 answers on plans and once Linus has agreed to something (or destroyed
 all the ideas one by one 8)) it becomes easier to plan.
 
 In the shorter term however the sooner the current DRI is in the current
 X server the better. The kernel expects recent DRI, many users require
 it (eg for all modern laptops) with Linux and FreeBSD.
 
 Alan
 
 
 
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Re: [Xorg] DRI merging

2004-06-14 Thread Mike Mestnik

--- Alan Cox [EMAIL PROTECTED] wrote:
 On Sul, 2004-06-13 at 22:58, Mike Mestnik wrote:
  The DRM is a kernel driver that allowes the user-apps to use a 3D
 cards
  API.  Fbdev is smaller then the DRM and will be asimulated and it's
  functions emulated or replaced.
SNIP
 
 In the shorter term however the sooner the current DRI is in the current
 X server the better. The kernel expects recent DRI, many users require
 it (eg for all modern laptops) with Linux and FreeBSD.
 
Is this another reason to not add functionality to XAA for DRI supported
cards?

 Alan
 
 





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Re: [Xorg] DRI merging

2004-06-14 Thread Mike Mestnik

--- Alan Cox [EMAIL PROTECTED] wrote:
 On Sul, 2004-06-13 at 03:07, Jon Smirl wrote:
  Why not help getting mesa-solo working so that we can move to X on top
 of
  OpenGL?
 
 For one, in the two years that is going to take to bear fruit, we need a
 working X server. Two because mesa-solo isnt supported on most of
 the Xorg platforms.
 
 Alan
 
Where DRI is not supported it's not used, why should any other driver be
forced to work every where?





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RE: [Xorg] DRI merging

2004-06-14 Thread Mike Mestnik

--- Alan Cox [EMAIL PROTECTED] wrote:
 On Sul, 2004-06-13 at 20:47, Matt Sealey wrote:
  Linux basically falls behind on two simple fronts at the moment:
  it has no simple 2D or 3D framework capable of much more than
 
 I deal with embedded Linux people on a daily basis. I think they would
 disagree. For 2D it has several in heavy use
   -   Keith's tiny X server work
   -   Nanogui (2D down to about 50K RAM)
   -   DirectFB (particularly strong at multimedia)
 
I looked at DirectFB and found it not maintained, I could try toget it
working with mesa-solo cause the old branch(used in the install docs) is
not used.

Dose this project even still work, I'd love to try it out.





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Re: [Xorg] DRI merging

2004-06-14 Thread Mike Mestnik
The second half of the first paragraph controdics with the first.  There
are patches and the like avalible.

The second sentance is refering to the hotplug code, only needed for multi
cards(currently not suported)?  Or did you mean something else.

Your right about adding interfaces into the kernel, but what's
proposed(the non hotplug stuff) is small and relitively uninteresting
since it's not used by X.  There are no currently pkged programs that
would use these extentions so there is nothing stoping a rewrite b4 the
user part is released.

--- Michel Dänzer [EMAIL PROTECTED] wrote:
 On Sun, 2004-06-13 at 12:35 -0700, Jon Smirl wrote:
  
  2) copy of the user space code from XFree86 into a standalone library
 - now you
  have to be root to play with the chip.
  3) Add a couple of IOCTLs to DRM to support modes/cursors. Do as much
 of the
  work as possible in user space and just pass final register values to
 the
  IOCTLs.
  
  I would like to see #3. I have implemented #3 locally for the radeon
 but there
  is no acceptance for adding it to main DRM drivers.
 
 Of course, you neglect to mention the reasons for that. For one, you
 haven't presented an interface yet that you have shown to remove the
 need to be root and a significant amount of code from the kernel at the
 same time. Obviously, immature solutions can't go into the DRM trunk and
 consequently the kernel because if they don't work out, they can become
 maintenance nightmares. You have repeatedly been encouraged to develop a
 prototype system on branches or separate trees though. Don't wait for
 everyone else to drop everything else.
 
 
 -- 
 Earthling Michel Dänzer  | Debian (powerpc), X and DRI
 developer
 Libre software enthusiast|   http://svcs.affero.net/rm.php?r=daenzer
 
 
 
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Re: [Xorg] DRI merging

2004-06-14 Thread Mike Mestnik
Non DRI systems don't support DRI and have XAA instead.  We should be free
to 'rm -rf' any thing we can replace with something better.

I can see XAA getting moved into Mesa(YUCK), but it's posible to do all 2d
drawing via OGL calls with a modified Xserver.

--- Keith Packard [EMAIL PROTECTED] wrote:
 
 Around 21 o'clock on Jun 13, Philipp Klaus Krause wrote:
 
  There would be no 2d drivers, only some basic mode switching and
 cursor
  support and OpenGL?
 
 For systems which would support OpenGL, this would be all that was
 required. 
 However, we still need to deal with the unwashed masses yearning to run 
 X who don't have OpenGL-enabled systems.  For them, we're stuck with a 
 2D-only driver, perhaps with a bit of Render acceleration to make 
 Composite tolerable on them.
 
 -keith
 
 
 

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Re: [Unichrome-devel] Re: Via DDX for DRI?

2004-06-14 Thread Mike Mestnik
Yes, is this not the esiest way to extend the protocol, by adding a new
field to a string value?

--- Eric Anholt [EMAIL PROTECTED] wrote:
 On Mon, 2004-06-14 at 20:34, Mike Mestnik wrote:
  Ohh, is it realy that hard of a feature to add??
  
  foo:bar
  
  Old systems try to open path/foo:bar_dri.so and maby thay will
 fail or
  there will be a symlink there.  A simpl parser could be added, making
 a
  new system pars for the ':' and try each one.
 
 That solution sounds worse than the problem -- break all new DDX vs old
 libGL for the sake of one (questionable, IMO) DDX's requirement that
 could be handled easier with a symlink.
 
 The thing to do, if this feature were really desired, would be to extend
 the XF86DRI protocol.
 
 -- 
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 http://people.freebsd.org/~anholt/ [EMAIL PROTECTED]
 
 
 
 
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