Re: [R300] texture breakage
Vladimir Dergachev writes: 2. Right *now* we are doing only swtcl, as no acceleration for transform and lightning is being done. Does this mean we're not using the vertex processors at all? Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
On Wed, 9 Mar 2005, Paul Mackerras wrote: Vladimir Dergachev writes: 2. Right *now* we are doing only swtcl, as no acceleration for transform and lightning is being done. Does this mean we're not using the vertex processors at all? No, we do use VAP - we are simply not programming it do lighting. All it does is apply model transformation matrix and pass through of texture coordinates. If normals are supplied these are passed through as well, so it is broken in that regard too. best Vladimir Dergachev Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
Vladimir Dergachev writes: You can just run gdb on the problem. I have seen these segfaults before - they appear to be due to the fact that despite the name we do not implement vertex buffer extension properly.. It turns out bzflag doesn't always segfault, only if I try to turn the Blending option off in the Display settings menu. The segfault is due to doing a procedure call to a NULL function pointer at line 279 of Mesa/src/mesa/tnl/t_vb_render.c in the run_render() function: tnl-Driver.Render.Start( ctx ); i.e. it seems that tnl-Driver.Render.Start is NULL. I notice that r200_swtcl.c does this in radeonFallback(): tnl-Driver.Render.Start = r200RenderStart; Is that statement what should be being executed to initialize tnl-Driver.Render.Start? Or does that only apply for r200, not r300? Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
Vladimir Dergachev writes: The new call is an attempt to get multitexturing working, at least partly. Does your program use multitexturing ? (Also where can I download it for testing ? ) Thank you ! The screenshots I posted were from Emilia pinball from the Debian pinball package. The source is at pinball.sourceforge.net, I believe. But bzflag, tuxracer and chromium also displayed textures wrongly. I don't know whether those programs use multitexturing. Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
On Fri, 4 Mar 2005, Paul Mackerras wrote: Vladimir Dergachev writes: Does everything work with vb mode ? (you can switch to it in the end of r300_driver/r300/r300_render.c, search for #else) Most things seem to work, except bzflag segfaults. I could try to track down where tonight if that would help. You can just run gdb on the problem. I have seen these segfaults before - they appear to be due to the fact that despite the name we do not implement vertex buffer extension properly.. best Vladimir Dergachev Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
On Fri, 4 Mar 2005, Paul Mackerras wrote: Vladimir Dergachev writes: You can just run gdb on the problem. I have seen these segfaults before - they appear to be due to the fact that despite the name we do not implement vertex buffer extension properly.. It turns out bzflag doesn't always segfault, only if I try to turn the Blending option off in the Display settings menu. The segfault is due to doing a procedure call to a NULL function pointer at line 279 of Mesa/src/mesa/tnl/t_vb_render.c in the run_render() function: tnl-Driver.Render.Start( ctx ); i.e. it seems that tnl-Driver.Render.Start is NULL. I notice that r200_swtcl.c does this in radeonFallback(): tnl-Driver.Render.Start = r200RenderStart; Is that statement what should be being executed to initialize tnl-Driver.Render.Start? Or does that only apply for r200, not r300? We should probably have analogous code for r300. best Vladimir Dergachev Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
On Thu, 3 Mar 2005, Paul Mackerras wrote: Jerome Glisse writes: If you find the guilty commit let me know :) It appears to be this code in r300_state.c (line 1625): #if 0 /* textures enabled ? */ if(rmesa-state.texture.tc_count0){ rmesa-state.vertex_shader=SINGLE_TEXTURE_VERTEX_SHADER; } else { rmesa-state.vertex_shader=FLAT_COLOR_VERTEX_SHADER; } #endif r300GenerateSimpleVertexShader(rmesa); If I remove the r300GenerateSimpleVertexShader call and change the #if 0 to 1, it works again (well, as well as it did before :). The new call is an attempt to get multitexturing working, at least partly. Does your program use multitexturing ? (Also where can I download it for testing ? ) Thank you ! best Vladimir Dergachev Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
Vladimir Dergachev writes: We should probably have analogous code for r300. Do you mean we should have swtcl code for r300, or something else? Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
On Sat, 5 Mar 2005, Paul Mackerras wrote: Vladimir Dergachev writes: We should probably have analogous code for r300. Do you mean we should have swtcl code for r300, or something else? There are two issues: 1. As was explained to me we need to have swtcl code in case we need to do software fallback for some unsupported feature 2. Right *now* we are doing only swtcl, as no acceleration for transform and lightning is being done. So either way there is some code to port/write. best Vladimir Dergachev Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
Jerome Glisse writes: If you find the guilty commit let me know :) It appears to be this code in r300_state.c (line 1625): #if 0 /* textures enabled ? */ if(rmesa-state.texture.tc_count0){ rmesa-state.vertex_shader=SINGLE_TEXTURE_VERTEX_SHADER; } else { rmesa-state.vertex_shader=FLAT_COLOR_VERTEX_SHADER; } #endif r300GenerateSimpleVertexShader(rmesa); If I remove the r300GenerateSimpleVertexShader call and change the #if 0 to 1, it works again (well, as well as it did before :). Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
Paul Mackerras wrote: Jerome Glisse writes: If you find the guilty commit let me know :) It appears to be this code in r300_state.c (line 1625): #if 0 /* textures enabled ? */ if(rmesa-state.texture.tc_count0){ rmesa-state.vertex_shader=SINGLE_TEXTURE_VERTEX_SHADER; } else { rmesa-state.vertex_shader=FLAT_COLOR_VERTEX_SHADER; } #endif r300GenerateSimpleVertexShader(rmesa); If I remove the r300GenerateSimpleVertexShader call and change the #if 0 to 1, it works again (well, as well as it did before :). Paul. Do you still see the same breakage with vertex buffer mode? The textures in neverball are broken for me in immediate mode with the latest cvs. Cheers, Ben Skeggs. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
Ben Skeggs writes: Do you still see the same breakage with vertex buffer mode? The textures in neverball are broken for me in immediate mode with the latest cvs. No, I don't in fact, with vertex buffer mode it is mostly as good as before. The one difference I have noticed is that the first screen of pinball displays the background texture wrongly (half-width and repeated horizontally, and displaced and wrapped vertically), but if I get it to redraw it displays it correctly. Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
On Fri, 4 Mar 2005, Paul Mackerras wrote: Vladimir Dergachev writes: The new call is an attempt to get multitexturing working, at least partly. Does your program use multitexturing ? (Also where can I download it for testing ? ) Thank you ! The screenshots I posted were from Emilia pinball from the Debian pinball package. The source is at pinball.sourceforge.net, I believe. But bzflag, tuxracer and chromium also displayed textures wrongly. I don't know whether those programs use multitexturing. Does everything work with vb mode ? (you can switch to it in the end of r300_driver/r300/r300_render.c, search for #else) best Vladimir Dergachev Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
Vladimir Dergachev writes: Does everything work with vb mode ? (you can switch to it in the end of r300_driver/r300/r300_render.c, search for #else) Most things seem to work, except bzflag segfaults. I could try to track down where tonight if that would help. Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
[R300] texture breakage
I did a CVS update on my Mesa and r300_driver repositories yesterday, and now texture handling is quite broken on the Radeon 9600 (AP) on the G5 powermac and on the Radeon 9700 Mobility (NP) on my G4 powerbook. The effect is quite strange; in pinball for instance, some textures are displayed really small and repeated, while others are larger than they should be and offset. I have put a couple of screenshots at: http://ozlabs.org/~paulus/pinball1.png http://ozlabs.org/~paulus/pinball2.png The previous version (CVS from a week or so ago) displayed pinball more-or-less correctly. Anyone know what's changed? Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [R300] texture breakage
I have been busy lattly but i will check this friday or sunday. A quick review of commited things havn't give me a clue. This is more likely due to a change somewhere in texture upload or maybe with experiment on multitexture Vlad others have made. If you find the guilty commit let me know :) best, Jerome Glisse On Wed, 2 Mar 2005 13:56:14 +1100, Paul Mackerras [EMAIL PROTECTED] wrote: I did a CVS update on my Mesa and r300_driver repositories yesterday, and now texture handling is quite broken on the Radeon 9600 (AP) on the G5 powermac and on the Radeon 9700 Mobility (NP) on my G4 powerbook. The effect is quite strange; in pinball for instance, some textures are displayed really small and repeated, while others are larger than they should be and offset. I have put a couple of screenshots at: http://ozlabs.org/~paulus/pinball1.png http://ozlabs.org/~paulus/pinball2.png The previous version (CVS from a week or so ago) displayed pinball more-or-less correctly. Anyone know what's changed? Paul. --- SF email is sponsored by - The IT Product Guide Read honest candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595alloc_id=14396op=click -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel