On Mon, 13 Mar 2006 20:23:29 +0100
Rune Petersen <[EMAIL PROTECTED]> wrote:

> Aapo Tahkola wrote:
> > On Sun, 12 Mar 2006 17:51:16 +0100
> > Rune Petersen <[EMAIL PROTECTED]> wrote:
> > 
> > 
> >>Aapo Tahkola wrote:
> >>
> >>>On Sat, 11 Mar 2006 22:48:49 +0100
> >>>Rune Petersen <[EMAIL PROTECTED]> wrote:
> >>>
> >>>All this is just a symptom of dri tex heap manager. nwn will reload 
> >>>textures but they will be given different locations on vram.
> >>>You can print out t->offset at around line 506 of r300_texmem.c if you are 
> >>>interested in seeing how it behaves.
> >>>But if you do keep in mind that you need to do it after UNLOCK_HARDWARE or 
> >>>else bad things will happen.
> >>>
> >>>You should check that Ben's fix is kicking in by looking for message 
> >>>saying: "Setting GART location based on new memory map" in dmesg.
> >>>
> >>>If you still see problems with it enabled you can confirm GART overlapping 
> >>>by loading drm.ko with DEBUG=1 (AFAIK) and compairing 
> >>>dev_priv->gart_vm_start against dev_priv->fb_location and 
> >>>dev_priv->fb_size .
> >>>DRM doesnt print these values but you can calculated it based on Xorg log.
> >>>
> >>>Find line that says:
> >>>(II) RADEON(0): Will use x kb for textures at offset x
> >>>and compaire upper bound of that against dev_priv->gart_vm_start.
> >>
> >>Me stupid, there is a module-path in xorg.conf and I forgot to change i 
> >>to the new path.
> >>Now nwn looks nice, and all games works (ut2k? still have corruption(?) 
> >>on some textures).
> > 
> > 
> > Nice to hear it works now :)
> > I'v checked in a fix that should make nearly all ut2k4 texturing problems 
> > disappear.
> > s3tc multitexturing and 8x8 cubic maps are still broken so try to avoid 
> > them.
> > 
> > Does nwn still lock?
> 
> No, not with limited amount I've been playing, but it usually crashed on 
> the first or second map.
> 
> I've something else that locks up :)
> progs/demos/clearspd
> it lockups after a few seconds.

You can try commenting r300_context.h:#define CB_DPATH .

If that doesnt help, one could write a simple app that does same as clearspd 
but renders quads instead.
Based on that, we could then put the blame on buffer clear code or high 
fillrate.

-- 
Aapo Tahkola


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