Re: [R300] texture breakage

2005-03-09 Thread Paul Mackerras
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.


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Re: [R300] texture breakage

2005-03-09 Thread Vladimir Dergachev

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.

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Re: [R300] texture breakage

2005-03-04 Thread Paul Mackerras
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.


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Re: [R300] texture breakage

2005-03-04 Thread Paul Mackerras
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.


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Re: [R300] texture breakage

2005-03-04 Thread Vladimir Dergachev

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.

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Re: [R300] texture breakage

2005-03-04 Thread Vladimir Dergachev

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.

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Re: [R300] texture breakage

2005-03-04 Thread Vladimir Dergachev

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.
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Re: [R300] texture breakage

2005-03-04 Thread Paul Mackerras
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.


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Re: [R300] texture breakage

2005-03-04 Thread Vladimir Dergachev

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.
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Re: [R300] texture breakage

2005-03-03 Thread Paul Mackerras
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.


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Re: [R300] texture breakage

2005-03-03 Thread Ben Skeggs
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.
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Re: [R300] texture breakage

2005-03-03 Thread Paul Mackerras
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.


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Re: [R300] texture breakage

2005-03-03 Thread Vladimir Dergachev

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.

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Re: [R300] texture breakage

2005-03-03 Thread Paul Mackerras
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.


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[R300] texture breakage

2005-03-02 Thread Paul Mackerras
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.


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Re: [R300] texture breakage

2005-03-02 Thread Jerome Glisse
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.


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