Re: [Dri-devel] Radeon 7500 Debug

2002-03-20 Thread Michel Dänzer

On Mit, 2002-03-20 at 01:02, Jens Owen wrote:
 Michel Dänzer wrote:
  
  On Die, 2002-03-19 at 08:22, Jean-Christophe Dubacq wrote:
   On Mon, Mar 18, 2002 at 09:18:47PM -0700, Jens Owen wrote:
 OK, I compiled the tcl-0-0 branch, installed it, and I still have two
 kind of bugs... X suddenly disappearing or hard lockups. How do I set
 debugging information ?
   
http://dri.sourceforge.net/doc/DRIuserguide.html
  
   Thanks for the pointer. However, it happened again, even tough I had set
   Option NoAccel True # [bool]
  
   So this may not be the good mailing-list any more.
  
   I will try to use the LIBGL_DEBUG variable. But I am now thinking it
   could be a hardware issue.
  
  Very unlikely to be a driver problem indeed, as that option disables any
  2D or 3D acceleration.
 
 3D, too?  I thought the NoAccel option only disabled 2D hardware
 rendering...

From RADEONScreenInit():

if (xf86ReturnOptValBool(info-Options, OPTION_NOACCEL, FALSE)) {
xf86DrvMsg(scrnIndex, X_WARNING,
   Acceleration disabled, not initializing the DRI\n);
info-directRenderingEnabled = FALSE;


-- 
Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
XFree86 and DRI project member   /  CS student, Free Software enthusiast

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Re: [Dri-devel] Radeon 7500 Debug

2002-03-20 Thread Jean-Christophe Dubacq

On Wed, Mar 20, 2002 at 01:03:26PM +0100, Michel Dänzer wrote:
I will try to use the LIBGL_DEBUG variable. But I am now thinking it
could be a hardware issue.
   Very unlikely to be a driver problem indeed, as that option disables any
   2D or 3D acceleration.

I changed my card now. I will see if this remains stable. Btw, the
'pipes' screensaver (from Xscreensaver distribution) still doesn't work
(radeon_setcliprect: bad mode, or something like that). Thanks for all
your advices.

-- 
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RE: [Dri-devel] glSamplePass missing in libGL.so (only glSamplePassARB available)

2002-03-20 Thread Alexander Stohr

just a quick guess since i am not aware of that specific function...

(assumed) its an extension to the OpenGL 1.x standard.
extension names arent most often exported by standard lib GL as symbols
but only via the get by name method.

you might want to have a look at the respective OpenGL specs now.

 -Original Message-
 From: Andreas Stenglein [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, March 20, 2002 14:32
 To: [EMAIL PROTECTED]
 Subject: [Dri-devel] glSamplePass missing in libGL.so (only
 glSamplePassARB available)
 
 
 Hello!
 just discoverd that (in my) libGL.so theres
 no glSamplePass symbol available.
 its build from today (2002-03-20) DRI-trunk-code.
 And its not available in the tcl-0-0-branch, too.
 
 strings libGL.so | grep glSamplePass
 glSamplePassARB
 
 regards,
 Andreas
 [EMAIL PROTECTED]
 
 
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[Dri-devel] slow tdfx OpenGL since Mesa-4.0.1

2002-03-20 Thread Jacek Popawski

After I compiled XFree86 CVS with Mesa-4.0.1 - OpenGL slowed down. I tested it
in RTCW, Quake, and my own programs. Of course acceleration is on, but fps
dropped down. So I compiled DRI from CVS, but nothing changes - OpenGL is still
slower.
Is it normal, or did I break something?

I have Voodoo3 2000, K6-2 500, Linux-2.4.19-pre1-ac1 and glibc-2.1.3. 

-- 
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download it from http://decopter.sourceforge.net

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Re: [Dri-devel] S3 Virge DRI completed (almost)

2002-03-20 Thread max

On Wednesday 20 March 2002 14:07, you wrote:
 hi again,
 tried changing the S3V_UDELAY when i first got
 the lockup, but that made no difference.

Ok, so we keep 1.

 how much is logged differs everytime i try even with the udelay in the
 debug macro, i've attached a log where it gets a bit further than the
 '!s3v_dma_is_ready: -BAD-'. So i guess it hangs at a different time every
 try.

Do you know if Virge DX supported 64K DMA buffers? - I know: I am the one who 
should know -but- I have just docs for VirgeMX and no more DX ; (
Could you try recompiling drm module and XFree driver defining S3V_BUF_4K?

Another point: try commenting out -all- the S3V_WRITE to 0x850C. I am not 
sure if that is MX specific and it was not in Utah code (did you ever try? 
Did it use to work for you?).

If this is still failing, try setting #if 0 in s3v_dma.c, line 57 [it is the 
hw reset code - is is been called from my libGL too].

Then delete the comment to reactivate S3V_WRITE(S3V_CMD_DMA_ENABLE_REG, 0x1); 
at line 270 of s3v_dma.c. (It was in the Utah approach but I found it useless 
in my driver)

 seems it never gets to where it prints out the *** buf completed after
 %i...(in your solution b), atleast its never in the log, and it still
 hangs.

You did comment out s3v_do_reset(dev); after if (times40), didn't you?

mmm... could you add a

s3v_do_status(dev);

in void s3v_dma_check(void* _dev), immediately after static u16 times=0;
Now, look at the logs: is s3v_do_status being called? If not, it is a kernel 
issue with enqueing to the timer queue (could you try a 2.4.18 kernel?).
If yes it is a dma issue and I will try to work it out. From the new log tell 
me if s3v_do_status is showing progress: is rp getting nearer to wp?

 do you know if anyone else has gotten it to work for them yet?

Me ; ) I got it on the VirgeGX box of a friend of mine, when it was in 
earlier stage of development (January). The point is that DMA structure ain't 
changed from my first snapshots in November (of course I changed the way 
kernel handle it to gain a 40% speed boost), but DMA regs handling did not 
change so much. And 2 people at that time reported it worked: you were one of 
them...

... do you still have this old code? Does it still run on your box? Could you 
send me the old drm version (I am not sure I have it any longer here), so 
that I will check if something went wrong?

Good luck!

Vale,
- max

P.S: how could there be a [drm:s3v_dma_dispatch] done dispatch in the 
log? I have no such printk! Did you add it? : ) In which point of the code is 
it?
Could you add a s3v_do_status(dev); at the end of s3v_dma_dispatch, before 
the up(s3v_buf_sem); It should log something like rp=0x0 and wp=0xyz.
Can you confirm me this?

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Re: [Dri-devel] mach64-0-0-3-branch multitexture fix

2002-03-20 Thread José Fonseca

On 2002.03.19 23:42 Sergey V. Udaltsov wrote:
  some other test suites on the new branch as well.  This would be a good
  time for testers to do a fresh checkout and look for bugs.  When the
 trunk
 As a tester, I'd like to try. Now, when Jose is on holidays, where could
 I get those wonderful 1.5M builds? Jose's directory contains the files 3
 days old:(

I dont' know what happened for sure there. The tree wasn't being built. I 
ran my script in parts but everything worked well in the end, and I didn't 
come to the conclusion of what was the problem. There is a recent snapshot 
now. Now I'll just wait for the next cron job to see if everything is 
really working fine.

Note: Please contact me whenever the snapshots aren't being built because 
I didn't setup any notification mechanism yet and I don't use those 
snapshots since I always have an updated CVS tree on my box.

 What's the end of the story with the sourceforge farm?

After I requested an increase in my quota to the CF team they promptly 
agreed to double it. I'm working on adapting the scripts as I write this 
email.

Initially the snapshots will be on 
http://dri.sourceforge.net/snapshots/cf/ . Once everything is running fine 
I'll discontinue the snapshots in my workstation and have the cf making 
them instead.

  So I think we can try to focus on the DMA work now.  Frank, can you
 check
 Hurray! Faster and faster! And I almost see the AGP mapping working on
 the horizon!:)
 
 Keep up your great work,
 
 Sergey
 

José Fonseca

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Re: CVS Access, was: Re: [Dri-devel] S3 Virge DRI completed (almost)

2002-03-20 Thread Keith Whitwell

max wrote:
 
 On Tuesday 19 March 2002 15:58, Keith Whitwell wrote:
 
  OK. Done.
 
  Let me know if you need help creating a branch for this.  Make sure you
  read the CVS Policies document in the developer documentation section of
  dri.sf.net -- if in doubt, ask...
 
  Keith
 
 mmm... I read through the CVS Policies doc, but being no CVS guru I am a
 bit confused. For the first time, I'd prefer you could suggest me the right
 cvs syntax to upload my branch. Just send me the list of CVS commands I will
 have to digit from my 'xc' dir. When I will commit Savage4 code, I will know
 something more on CVS so I will do it on my own. Promised. For the moment
 being, thanks in advance,

I'd say something like:

 tag the repostiory 
cvs rtag -b s3v-0-0-1-branch xc

 checkout the branch 
cvs checkout -r s3v-0-0-1-branch xc

get everything working in the checked out tree


 add new directories  files  
cvs add ...


 when you're really sure 
cvs commit ...


Keith

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Re: [Dri-devel] mach64-0-0-3-branch multitexture fix

2002-03-20 Thread José Fonseca

On 2002.03.20 16:19 Leif Delgass wrote:
 ...
 
 It looks like there is a new package in the bleeding-edge directory that
 was built today that you could try.  I'm not sure if Jose was able to
 setup the build on sourceforge or if these are being uploaded from his
 site.
 

It still from my site. I figured the problem that was preventing to 
accomplish the previous builds of the mach64 snapshots: the cron jobs PATH 
variable didn't found the lndir program since it's not in /bin:/usr/sbin 
but in /usr/X11R6/bin/lndir.

The compiler farm is on hold because although there is no quota limit I 
ran into lack of free hd space...

 ...
 
 --
 Leif Delgass
 http://www.retinalburn.net
 

Regards,

José Fonseca

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Re: [Dri-devel] S3 Virge DRI completed (almost)

2002-03-20 Thread Anders Haugen

If this is still failing, try setting #if 0 in s3v_dma.c, line 57 [it is the hw 
reset code - is is been called from my libGL too].

Then delete the comment to reactivate S3V_WRITE(S3V_CMD_DMA_ENABLE_REG, 0x1); at 
line 270 of s3v_dma.c. (It was in the Utah approach but I found it useless in my 
driver)

that fixed it for me, thanks!

P.S: how could there be a [drm:s3v_dma_dispatch] done dispatch in 
oops, just something left from my first troubleshooting =)

ahhh, now i can finally sit back and enjoy hw-accelerated gears on my virge.
i get around 75fps on my pentium 200mhz
thanks again max!

/anders



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Re: [Dri-devel] S3 Virge DRI completed (almost)

2002-03-20 Thread max

On Wednesday 20 March 2002 18:29, Anders Haugen wrote:
 If this is still failing, try setting #if 0 in s3v_dma.c, line 57 [it is
  the hw reset code - is is been called from my libGL too].
 
 Then delete the comment to reactivate S3V_WRITE(S3V_CMD_DMA_ENABLE_REG,
  0x1); at line 270 of s3v_dma.c. (It was in the Utah approach but I
  found it useless in my driver)

 that fixed it for me, thanks!

*** to Anders ***

Uhm, (that = #if 0 in s3v_dma.c) or (that = S3V_WRITE(S3V_CMD_DMA_ENABLE_REG,
 0x1)? Did you need both changes to fix the lockup?

 P.S: how could there be a [drm:s3v_dma_dispatch] done dispatch in

 oops, just something left from my first troubleshooting =)

No problemo. Could you please try to back out all the changes (maybe you just 
did, just to know...), but the one which fixed the problem? So we can be sure 
it is that which hurts.

 ahhh, now i can finally sit back and enjoy hw-accelerated gears on my
 virge. i get around 75fps on my pentium 200mhz

BTW: did you turn debug off? both drm general and s3v specififc?
I thought you should get around ~100 fps with gears on a DX and pentium 200.
I get ~135 fps on a VirgeMX with a PII 233. You should not run much slower.
Let me know (however the greatest speed-up you will notice in 3d games [ever 
tried battalion?] and texture apps [try newave or underwater]. They are in 
SuSE glutdemos - which distro are you running?).

 thanks again max!

Nothing, my due.

*** to DRI Virge people ***

Did anyone else with a VirgeDX had the same problem of Anders with my code?
If so I will add an #ifdef for Virges DX to enable the change.

Regards,

vale,

- max

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Re: [Dri-devel] S3 Virge DRI completed (almost)

2002-03-20 Thread Anders Haugen


Uhm, (that = #if 0 in s3v_dma.c) or (that = S3V_WRITE(S3V_CMD_DMA_ENABLE_REG,
 0x1)? Did you need both changes to fix the lockup?

ok, i see - thougth you meant i had to do
both, tested again now and only the last one is needed (the 
S3V_WRITE_CMD_DMA_ENABLE_REG, 0x1)

just to be sure i also deleted the drm/kernel folder and extracted the files from your 
tarball again, and then just uncommented the S3V_WRITE_CMD_DMA_ENABLE_REG line. i 
didn't make any changes to the other files.

BTW: did you turn debug off? both drm general and s3v specififc?

now i get 84-85 fps, guess i had forgotten to disable the drm debug. thats about 2.5/3 
times
as fast as software mode is for me.

underwater]. They are in SuSE glutdemos - which distro are you running?).

the computer im testing this on has redhat 7.1
i haven't got the glutdemos, so i'll download them too and see how they work.

/anders
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Re: [Dri-devel] glSamplePass missing in libGL.so (only glSamplePassARB available)

2002-03-20 Thread Brian Paul

Andreas Stenglein wrote:
 
 Hello!
 just discoverd that (in my) libGL.so theres
 no glSamplePass symbol available.
 its build from today (2002-03-20) DRI-trunk-code.
 And its not available in the tcl-0-0-branch, too.
 
 strings libGL.so | grep glSamplePass
 glSamplePassARB

glSamplePassARB should not exist.  There was some confusion when
the spec was initially released (it exists in the older SGI version
of the extension).

-Brian

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[Dri-devel] Radeon AGP?

2002-03-20 Thread Ian Romanick

There was some talk awhile back about adding support for AGP texturing in
the Radeon driver.  Whatever happened with that?

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Re: [Dri-devel] Radeon AGP?

2002-03-20 Thread Daryll Strauss

On Wed, Mar 20, 2002 at 12:26:41PM -0800, Ian Romanick wrote:
 There was some talk awhile back about adding support for AGP texturing in
 the Radeon driver.  Whatever happened with that?

I've actually got an implementation of AGP texturing for the Radeon that
seems to work. I've also got Michael's 3 TMU patch rolled into my
tree. I haven't released any of this yet. Right now the policy for
texture management is really simplistic. It tries card memory, then AGP,
and finally kicks things off the card. That's really not optimal and I
wouldn't recommend it being enabled for general use until something
smarter is in place.

I suppose I could check this in somewhere since I think it all
works. New branch or onto tcl? It's currently based off the trunk.

  - |Daryll



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[Dri-devel] glSamplePass

2002-03-20 Thread Andreas Stenglein

Hello!
so maybe shouldnt it be deleted from gl.h?

best regards,
Andreas
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Re: [Dri-devel] glSamplePass

2002-03-20 Thread Ian Romanick

On Wed, Mar 20, 2002 at 10:17:26PM +0100, Andreas Stenglein wrote:

 so maybe shouldnt it be deleted from gl.h?

If I understand Brian correctly, gl.h (which has glSamplePass) is correct,
but the library (which has glSamplePassARB) is not correct.

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Re: [Dri-devel] glSamplePass

2002-03-20 Thread Brian Paul

Ian Romanick wrote:
 
 On Wed, Mar 20, 2002 at 10:17:26PM +0100, Andreas Stenglein wrote:
 
  so maybe shouldnt it be deleted from gl.h?
 
 If I understand Brian correctly, gl.h (which has glSamplePass) is correct,
 but the library (which has glSamplePassARB) is not correct.

No, glSamplePass() and glSamplePassARB() don't (or shouldn't) exist.
I guess I missed the occurance of it in gl.h - I'll remove it for Mesa 4.0.2.

A preliminary version of the GL_ARB_multisample spec had the entry point,
but it eventually got dropped.  Unfortunately, a version of the spec with
the entrypoint was floating around for a while.  That was the version of
the spec that I was reading when I added the new functions to Mesa last
summer.

-Brian

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Re: [Dri-devel] Radeon AGP?

2002-03-20 Thread Keith Whitwell

Daryll Strauss wrote:
 
 On Wed, Mar 20, 2002 at 12:26:41PM -0800, Ian Romanick wrote:
  There was some talk awhile back about adding support for AGP texturing in
  the Radeon driver.  Whatever happened with that?
 
 I've actually got an implementation of AGP texturing for the Radeon that
 seems to work. I've also got Michael's 3 TMU patch rolled into my
 tree. I haven't released any of this yet. Right now the policy for
 texture management is really simplistic. It tries card memory, then AGP,
 and finally kicks things off the card. That's really not optimal and I
 wouldn't recommend it being enabled for general use until something
 smarter is in place.
 
 I suppose I could check this in somewhere since I think it all
 works. New branch or onto tcl? It's currently based off the trunk.
 

Michael also implemented agp support for radeon with a similar simplistic
strategy, but ran into some issues looking at tcl and/or mesa-4-0.  I think
these turned out to be artefacts rather than anything serious.  In any case I
think he decided to wait on some forthcoming reorganization of the texture
management code in all the drivers...  (nudge nudge, wink wink)

Anyway, it sounds like this has now been done twice: maybe someone should
commit something...

Keith

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Re: [Dri-devel] Radeon AGP?

2002-03-20 Thread Ian Romanick

On Wed, Mar 20, 2002 at 09:44:22PM +, Keith Whitwell wrote:
 Daryll Strauss wrote:
  
  On Wed, Mar 20, 2002 at 12:26:41PM -0800, Ian Romanick wrote:
   There was some talk awhile back about adding support for AGP texturing in
   the Radeon driver.  Whatever happened with that?
  
  I've actually got an implementation of AGP texturing for the Radeon that
  seems to work. I've also got Michael's 3 TMU patch rolled into my
  tree. I haven't released any of this yet. Right now the policy for
  texture management is really simplistic. It tries card memory, then AGP,
  and finally kicks things off the card. That's really not optimal and I
  wouldn't recommend it being enabled for general use until something
  smarter is in place.
  
  I suppose I could check this in somewhere since I think it all
  works. New branch or onto tcl? It's currently based off the trunk.
  
 
 Michael also implemented agp support for radeon with a similar simplistic
 strategy, but ran into some issues looking at tcl and/or mesa-4-0.  I think
 these turned out to be artefacts rather than anything serious.  In any case I
 think he decided to wait on some forthcoming reorganization of the texture
 management code in all the drivers...  (nudge nudge, wink wink)

Heh...which is actually why I was asking. :)  There are a number of code
paths in my code that I can't test on the Radeon (one of my two development
platforms) without AGP texturing.

 Anyway, it sounds like this has now been done twice: maybe someone should
 commit something...

That would be nice.  Hopefully we'll be able to worry about making it good
soon.  Hopefully...

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Re: [Dri-devel] Radeon AGP?

2002-03-20 Thread Daryll Strauss

On Wed, Mar 20, 2002 at 09:44:22PM +, Keith Whitwell wrote:
 Michael also implemented agp support for radeon with a similar simplistic
 strategy, but ran into some issues looking at tcl and/or mesa-4-0.  I think
 these turned out to be artefacts rather than anything serious.  In any case I
 think he decided to wait on some forthcoming reorganization of the texture
 management code in all the drivers...  (nudge nudge, wink wink)
 
 Anyway, it sounds like this has now been done twice: maybe someone should
 commit something...

Since I started with Michael's patch, I don't think we overlapped
much. I just fixed a few things along the way. I do agree it should get
checked in somewhere.

- |Daryll

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Re: [Dri-devel] Radeon AGP?

2002-03-20 Thread Michael

On Wed, Mar 20, 2002 at 01:51:06PM -0800, Ian Romanick wrote:
  Michael also implemented agp support for radeon with a similar simplistic
  strategy, but ran into some issues looking at tcl and/or mesa-4-0.  I think
  these turned out to be artefacts rather than anything serious.  In any case I
  think he decided to wait on some forthcoming reorganization of the texture
  management code in all the drivers...  (nudge nudge, wink wink)
 
 Heh...which is actually why I was asking. :)  There are a number of code
 paths in my code that I can't test on the Radeon (one of my two development
 platforms) without AGP texturing.

That's confusing, since 'AGP' is really already there, it's not enabled as such,
you just allocate from the RADEON_AGP_HEAP instead of the RADEON_CARD_HEAP.
(Confusing because if your code replaces the mm in the radeon driver,
you'll be writing the code you're asking to be committed?)

The fix for current code (in all trunks afaiaa) is that
RADEON_AGP_TEX_OFFSET is 0x0200 and it should be 0x0400 (at
least on my radeon - I don't know what that does to 64mb radeons,
7500's, mobilities etc? - the 0x0200 figure is left over from the
r128 by the looks of it, so perhaps it is a constant?)

Beyond that, there's no magic that I found that needs to be done, so you
can ignore the 'fixup agp texture offset' that's in the #if 0 part of
radeon_texmem, you just add the mmAlloc offset to the heap offset in the
same way card local textures are done.

The patch is in the archives of this list so you could grab that
(next to nothing has changed in this area in TCL) I can probably dig it
up if you can't find it.

That said, I've been implementing utah-glx swapping c/w AGP texturing in
a way that only the overrun goes into AGP even as these messages
arrived.  It sounds like you are doing much the same...which is a waste
of one of our efforts - are you saying that IBM are letting you release
your code now?

If they have, perhaps I should jump to another item on my list?

Lastly, it may well crash a load of machines (although the driver uses
agp anyway, I bet there are dodgy motherboards out there that don't like
it and a couple of people said their machines had crashed with my patch,
unless the fixes Daryll mentioned fix this?) so it may need to be
an env variable or XF86Config-4 option?
 
-- 
Michael.

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Re: [Dri-devel] S3 Virge DRI completed (almost)

2002-03-20 Thread max

On Wednesday 20 March 2002 19:42, Anders Haugen wrote:

 ok, i see - thougth you meant i had to do
 both, tested again now and only the last one is needed (the
 S3V_WRITE_CMD_DMA_ENABLE_REG, 0x1)

Wonderful, thank for your persistence it was very helpful. I will had an 
#ifdef _VIRGEDX in my code so that it will worl out of the box next time ; )
And this will be the version I will commit to cvs tomorrow.

 just to be sure i also deleted the drm/kernel folder and extracted the
 files from your tarball again, and then just uncommented the
 S3V_WRITE_CMD_DMA_ENABLE_REG line. i didn't make any changes to the other
 files.

; ) I like your style.

 now i get 84-85 fps, guess i had forgotten to disable the drm debug. thats
 about 2.5/3 times as fast as software mode is for me.

We are getting close. I thought it should run around ~90/100 on a machine 
like yours. Could you try:
- turning gears to the slim side (so that you will just see the thin 
profile). How much you scored?
- reduce window, enlarge window. Does speed change much? (we are bitblitting 
[so win size is quite relevant] not page flipping: in fullscreen mode -if we 
will ever implement it- speed will be greater)
- overclock your cpu [try with jumpers to run it at 233] it should not be too 
hard (try then to recompile your kernel to see everything is OK)
- how fast is your RAM? Could you give me result from hdparm -T -t /dev/hda

 the computer im testing this on has redhat 7.1
 i haven't got the glutdemos, so i'll download them too and see how they
 work.

Ok. BTW: What wm are you running? If you have less then 128 (64, isnt'it?) 
please don't run gmome/kde concurrently to opengl apps but a light wm (try 
wmaker or xfce), otherwise I noticed slow down due to low memory condition. 
Sometimes X hung at the start since memory got fragmented and it was not even 
able to allocate the DMA buffers ; ( So I resorted to lighter WMs, and 
lowered DMA buffers (64k) from 32 to 16.

Vale,
- max

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[Dri-devel] savage crew (new entry)

2002-03-20 Thread max

On Thursday 21 March 2002 00:54, Jerome Roussel wrote:
 Hello,

Bonjour mon ami.

 I am intersted like a lot of people in writing a DRI for S3 Savage

So join the Savage crew.

 (in my case the mx one at least) but I don't know the spec of the chip.

You are lucky. The MX (like Savage3D) was already supported in Utah. So 
everything you need to know is already documented in savage Utah driver
(see utah-glx.sf.net).

 I do not know how you work for the virge but I have read that it is very
 hard to get the Spec from S3graphic.

Yep. You will have to be very patient. Like everything else in life it will 
take its time. Are you sure you want to code? It is a painful (though 
exciting) path to get a 3d driver working under linux...

 Could you give some advice please?

Ok. (I suppose you can code C). That is what I did [devoting around 1 hour a 
day to this task, for the last 5 months]:

a) read Linux Device Drivers 2nd edition (one of the authors, Alessandro, is 
italian like me and a nice chap too, so this is a must). It will help you 
very much to refine your kernel knowledge and to code a fast and stable drm 
kernel module.

b) study DRI code: start with drm and try to get a working kernel module. 
Next analyze the XFree drivers that support DRI (like r128 or mga) and try to 
understand what you need to add to patch your X driver and make it DRI aware.

c) study a couple of Mesa/DRI driver (I studied i810 and gamma) to understand 
how Mesa calling are converted in driver specific regs command.

d) don'f forget to read all the docs around DRI site.

e) if everything fails, I will be here to help and share my knowledge.

[BTW: I even started a doc (step by step intro to code a DRM/DRI driver), but 
it is still too cahotic to be helpful]

 Could you explain me how you manage to build you driver alone???

You got to be clever, determined, patient and willy to spend at least 1 hour 
a day for some times (if you are a good coder nut work all alone and can just 
spend ~1 hour per day on this project, it could take you [including studing 
time] up to 6 months)

 And with which material???

VirgeMX docs (since I tend to be a smart chap they sent it to me in a couple 
of days, but this was a lucky case). Rubini's book. DRI code.

Vale,
- max


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Re: [Dri-devel] Radeon AGP?

2002-03-20 Thread Michael

On Wed, Mar 20, 2002 at 09:44:22PM +, Keith Whitwell wrote:
 Michael also implemented agp support for radeon with a similar simplistic
 strategy, but ran into some issues looking at tcl and/or mesa-4-0.  I think
 these turned out to be artefacts rather than anything serious.  In any case I
 think he decided to wait on some forthcoming reorganization of the texture
 management code in all the drivers...  (nudge nudge, wink wink)

Currently I'm doing this

a) Add textures to card local unless 'useagp' is true (and user wants agp
texturing - not implemented this yet)
b) If we need to swap out textures 
i) If there are old texture(s) that weren't used on the last frame
swap them (i.e current LRU)
ii) Otherwise, set the useagp flag, swap textures from the front of
the list (utah-glx + agp, if you do use agp, you don't actually
swap)
c) At swapbuffer time, reset useagp flag if texture bytes used this frame 
texture bytes used previous frame.
d) At BindTexture , if the texture is resident in agp and the sum of
it's size and the texture space we used on the last frame  the amount
of card local mem we've got and useagp is false, swap it out of agp (i.e
try to detect when we no longer need agp textures for overflow and get
them put back in local card)

It seems to work quite well with limited testing so far. 

In RTCW, high textures, quite a few places on the maps drop to 5 or 6
fps. This gets closer to the frame rates that using normal textures gets
(not using agp and some of those 5fps get to ~20fps, a win, but it's
still swapping a lot of textures). AGP seems a big win over swapping
from either end of the list (although it might be possible to improve
the uploading so the MRU case is better?)

I'm fine tuning things at the moment (It seems too aggressive at
swapping textures back in from agp)

Comments welcome on the approach.
 
 Anyway, it sounds like this has now been done twice: maybe someone should
 commit something...

I'll post some code tomorrow, just need to tidy it up and make
the agp-local mem a bit smoother.
 
-- 
Michael.

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