On 19.02.2009 12:23, Arkadi Shishlov wrote: > Roland Scheidegger wrote: >> I suspect you're hitting a r200 asic bug, which isn't present in rv250 >> and other r200 family members. There are workarounds in the driver for >> this (see r200UpdateTextureState), but to my knowledge they are >> insufficient for two-pass ATI_fragment_shader shaders. There's also a > > You're right. I changed video card to RV280 9250SE and lockup goes away. > Nice picture, a little slower than fglrx, probably due to 9250 being > slower than 8500. doom3 is actually a performance mystery to me. On my 9000pro, performance seemed to be similar to fglrx, however using another OS it was vastly faster, and I always wondered how it could be tweaked... Hyperz doesn't seem to help much, neither does the mipmap optimization, yet still somehow it must be possible to make it run much faster.
> >> mesa test which last I heard showed errors (progs/tests/afsmultiarb) >> (you can switch the test between one and two pass shaders). >> If this is the problem, you could try running doom3 using the arb path I >> think something like doom3 +seta r_renderer arb might work, however arb >> path looks ugly (r_renderer defaults to "best" which will then choose >> "r200" on this card). > > Yes, its ugly and incorrect, some walls are not opaque but blends over > another walls. Oh, that sounds like a bug. Ugly yes but I didn't see that. > >> Unfortunately I don't know how this could be fixed, as documentation for >> these asic bugs is nonexistent (or at least non-public). > > If lockup could be reliable reproduced with simple test - like > afsmultiarb in fresh X without WM - will it be helpfull to get mmio > trace from fglrx and r200 drivers to compare? I think at least some of the asic bugs do not necessarily result in a lockup but also could result in misrendering. Someone might be able to figure out what fglrx does, I guess of particular interest would be the writes to these debug regs (0x2D90 through 0x2DBC). That said, it might not be easy to figure this out completely (could depend on which texture units are enabled in what pass, and depending on filtering on each of those). Or it could even be some completely unrelated bug. > > In the light of recent progress with AMD's attitude, can't you just ask > fglrx guys about R200 bug? R200 is understandably not exactly top priority, and it seemed like the usual docs didn't cover it. Though maybe Alex wants to comment on this. Roland ------------------------------------------------------------------------------ Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel