Re: [Dri-devel] i810 drm page flipping support..

2003-06-05 Thread Dave Airlie
> Correct.
>
> The patch looks good.
>
> Do you actually get a speedup from page flipping on the i810?  Are there ever
> any visual corruptions that you would attribute to the hardware?

I havent got the numbers on my home machine, but I got a definite speedup
on an 800x600 glxgears, and an internal application, I'm going  to get
further numbers when our internal app stabilises a bit more ..

The hardware seems to be solid except for the ASYNC flipping which has an
errata and which I don't enable for that reason..

I'll apply the DRM patch tomorrow at work and start cutting up the rest of
it...

Dave.
>
> Keith
>
>
>
> ---
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-- 
David Airlie, Software Engineer
http://www.skynet.ie/~airlied / [EMAIL PROTECTED]
pam_smb / Linux DECstation / Linux VAX / ILUG person



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Re: [Dri-devel] i810 drm page flipping support..

2003-06-05 Thread Keith Whitwell
Dave Airlie wrote:
Hi all,
I'd like to start commiting the changes to the i810 driver for
page flipping, although it isn't working perfectly (and cannot using the
current system) I would like to have the code in place, I'm using it here
for a single 3d app and it works fine...
The first patch I'd like to commit is the DRM changes the patch is at
http://www.skynet.ie/~airlied/patches/dri/i810_drm.diff
I'd like someone to look over it before I commit it, basically to make
sure I've changed the version number correctly.. I bumped the minor
version as I've added the flip ioctl which I think is correct, I also
updated the date...
I persume then in my i810_dri code I should only attempt page flipping if
I get a version with a minor at least equal to my new one...
Correct.

The patch looks good.

Do you actually get a speedup from page flipping on the i810?  Are there ever 
any visual corruptions that you would attribute to the hardware?

Keith



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[Dri-devel] Re: [Dri-users] Snapshots missing libGL.so?

2003-06-05 Thread John Sheu
Managed to get my r128 working by lowering res/bpp (duh moment)

One more thing I noticed: in my wide journeys in getting my DRI to work one of 
the things I did was to replace my distro-supplied (Mandrake 9.1) libGL.so 
with the one off the DRI download site.  Now that I have working 3D accel, I 
find that I hit a segfault if I try to go back to the Mandrake libGL.so .  
Try replacing the Mandrake-supplied one, maybe it will work (and make sure 
the symbolic links get sorted out).  Good luck


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[Dri-devel] 西安房地产信息网行业热门话题

2003-06-05 Thread xiyu
Title: 西安房地产信息网







 
 
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[Dri-devel] Your buglist for The XFree86 Project's Bugzilla needs attention.

2003-06-05 Thread bugadmin
[This e-mail has been automatically generated.]  
  
You have one or more bugs assigned to you in the Bugzilla   
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attention.  
  
All of these bugs are in the NEW state, and have not been touched  
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Generally, this means one of three things:  
  
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Just use the "Accept bug" command.  
  
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RE: [Dri-devel] [RFC] New Xv adapter using MESA_ycbcr_texture

2003-06-05 Thread Matt Sealey


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Martin Spott
> Sent: Thursday, June 05, 2003 10:21 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [Dri-devel] [RFC] New Xv adapter using MESA_ycbcr_texture
> 
> 
> "Matt Sealey" <[EMAIL PROTECTED]> wrote:
> 
> > I'm sure that MPlayer or Xine actually support an OpenGL output
> > plugin already. Chances are it's Xine, but I haven't touched it in
> > 6 months, maybe they removed it?
> 
> I believe it's still there. Before propagating the use of 'new' API's in
> Xinre for example please remember that this software was designed to run on
> other platforms, too, that don't know anything of MESA (IRIX for example).

Um..

IRIX doesn't have OpenGL now?

That's certainly news to me, and probably to SGI too :)

-- 
Matt Sealey <[EMAIL PROTECTED]>  


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Re: [Dri-devel] Rage 128 texmem problems (was Re: Snapshots missing libGL.so?)

2003-06-05 Thread John Sheu
On Thursday 05 June 2003 07:08 pm, Leif Delgass wrote:

> Try a lower resolution and/or color depth.  We can fix the segfault, but
> that won't change the fact that there isn't enough on-card memory to use
> 3D at the configured resolution/depth (at least with the current static
> shared back buffer allocation scheme).

Right then, it works.  But being the person I am, I just can't leave well 
enough alone

The box on my card (XPert 128 [r128 chip, 16 MB RAM] ) claims 1280 * 1024 @ 16 
bbp.  Is that then OS- or driver-specific?  I would think the card has at 
least those capabilities.  Currently in Linux I'm at 1152 * 864 @ 16 bbp 
(1280 * 1024 segfaults) and the logs claim:

(II) R128(0): Reserved 832 kb for textures at offset 0xf3

Seems awful low to me.  (Of course, I wouldn't have the background to know 
better).  So is this a DRI driver issue?


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Re: [Dri-devel] [RFC] New Xv adapter using MESA_ycbcr_texture

2003-06-05 Thread Martin Spott
"Matt Sealey" <[EMAIL PROTECTED]> wrote:

> I'm sure that MPlayer or Xine actually support an OpenGL output
> plugin already. Chances are it's Xine, but I haven't touched it in
> 6 months, maybe they removed it?

I believe it's still there. Before propagating the use of 'new' API's in
Xinre for example please remember that this software was designed to run on
other platforms, too, that don't know anything of MESA (IRIX for example).

Thanks,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--


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[Dri-devel] known issues w/Tualatin?

2003-06-05 Thread nick
I just upgraded my 2x933 p3 to 2x1400 p3-tualatin, and now whenever I start up 
Q3A the machine hangs hard.

On one occasion, Q3A started, but the sound was all screwy, and on exit q3a 
segfaulted.  xmms, however, still played sound just fine.

The other few times I tried, it instantly locked up hard requiring reboots.

With the 933 cpus, there never was any problem like this.

64mb ddr Radeon vivo @ agp 4x
Asus cuv4x-d (I checked, and the vrm can go down to 1.3v, the new cpus are at 
1.45v--should be fine).  Temps nice, cool, and stable.
Kernel 2.4.20 (w/1-line cosmetic patch to correctly report the cache size).

I am running X 4.2.x with dri cvs from a while ago--so I'm wondering if there 
have already been some known issues solved that an update would fix?  The 
only thing I can think of is perhaps the prefetching that the tualatin does?  
Just an ignorant guess.  Any suggestions?


Nick



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Re: [Dri-devel] [RFC] New Xv adapter using MESA_ycbcr_texture

2003-06-05 Thread gabucino
Matt Sealey wrote:
> I'm sure that MPlayer or Xine actually support an OpenGL output
> plugin already. Chances are it's Xine, but I haven't touched it in
> 6 months, maybe they removed it?
Both players have OpenGL output.
MPlayer actually has two different ones, for each is faster than the other,
on specific hardware. (-vo gl/gl2)


> All I remember is that it was terribly slow to output to a YUV or
> RGB texture and use OpenGL to display it. Whatever app was playing
> the movie etc. did a lot better when it used plain ordinary writing
> to pixmaps and blitting them to the window.
Yes, it's unusable.. However it's good for SGI workstations with no xv, but
fast 3D.

-- 
Gabucino
MPlayer Core Team


pgp0.pgp
Description: PGP signature


[Dri-devel] 西安房地产信息网行业热门话题

2003-06-05 Thread xiyu
Title: 西安房地产信息网







 
 
 西安房地产信息网

www.800j.cc
 

非典时期买楼该注重什么?
谁来评述“世家星城”
.
我要发言   进入论坛
 






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[Dri-devel] i810 drm page flipping support..

2003-06-05 Thread Dave Airlie

Hi all,
I'd like to start commiting the changes to the i810 driver for
page flipping, although it isn't working perfectly (and cannot using the
current system) I would like to have the code in place, I'm using it here
for a single 3d app and it works fine...

The first patch I'd like to commit is the DRM changes the patch is at
http://www.skynet.ie/~airlied/patches/dri/i810_drm.diff

I'd like someone to look over it before I commit it, basically to make
sure I've changed the version number correctly.. I bumped the minor
version as I've added the flip ioctl which I think is correct, I also
updated the date...

I persume then in my i810_dri code I should only attempt page flipping if
I get a version with a minor at least equal to my new one...

Dave.

-- 
David Airlie, Software Engineer
http://www.skynet.ie/~airlied / [EMAIL PROTECTED]
pam_smb / Linux DecStation / Linux VAX / ILUG person



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Re: [Dri-users] Fwd: [Dri-devel] Rage 128 texmem problems (was Re: Snapshots missing libGL.so?)

2003-06-05 Thread John Sheu
Ian Romanick wrote:
> Hmm...looking at the code, my guess is that rmesa->nr_heaps is 2 on Rage
> 128 even on PCI cards.  In gdb you can 'print rmesa->nr_heaps' to see.
> You might also try 'print r128scrn->texSize[0]' and (if nr_heaps is 2)
> 'print r128scrn->texSize[1]'.  Since I don't have a Rage 128, that would
> help. :)
>
> Perhaps Leif can take a look at this.
>
> Note that this has *NOTHING* to do with your libGL.so.  This is 100% in
> the driver.

Obviously I can't use gdb.
When I try the commands it's always "No symbol X in current context"



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Re: [Dri-devel] copy_from_user question

2003-06-05 Thread Keith Whitwell
José Fonseca wrote:
Hollis,

On Wed, Jun 04, 2003 at 05:17:52PM -0500, Hollis Blanchard wrote:

This is what the Stanford checker turned up recently when analyzing the  
copy_to/from_user calls in the Linux kernel:

[...]

This is all because the DRM_COPY_FROM_USER_UNCHECKED is being called in  
radeon_cp_dispatch_indices. If the copy_from_user is needed, the whole  
sarea_priv structure must be in user space, in which case all the other  
direct sarea references are in error. The other possibility is that  
copy_from_user isn't needed here at all. Can anyone comment?


The SAREA, and hence drm_radeon_sarea_t and 'boxes', lives on a shared memory
segment accessible by all intervenients (kernel, X server, client).  So
the copy_from_user shouldn't be used.
I guess that at some point, radeon_cp_dispatch_indices was called on
userspace cliprects, but now it appears only to be called on the SAREA.
Perhaps Keith can tell more about it.
Yes, there's no need to be calling COPY_FROM_USER on these cliprects - just 
referencing them directly would be fine.

Keith



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Re: [Dri-devel] copy_from_user question

2003-06-05 Thread José Fonseca
Hollis,

On Wed, Jun 04, 2003 at 05:17:52PM -0500, Hollis Blanchard wrote:
> This is what the Stanford checker turned up recently when analyzing the  
> copy_to/from_user calls in the Linux kernel:
> 
[...]
> 
> This is all because the DRM_COPY_FROM_USER_UNCHECKED is being called in  
> radeon_cp_dispatch_indices. If the copy_from_user is needed, the whole  
> sarea_priv structure must be in user space, in which case all the other  
> direct sarea references are in error. The other possibility is that  
> copy_from_user isn't needed here at all. Can anyone comment?

The SAREA, and hence drm_radeon_sarea_t and 'boxes', lives on a shared memory
segment accessible by all intervenients (kernel, X server, client).  So
the copy_from_user shouldn't be used.

I guess that at some point, radeon_cp_dispatch_indices was called on
userspace cliprects, but now it appears only to be called on the SAREA.
Perhaps Keith can tell more about it.


José Fonseca


PS: This Stanford checker seams to be a very nifty tool! ;-)


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[Dri-devel] copy_from_user question

2003-06-05 Thread Hollis Blanchard
This is what the Stanford checker turned up recently when analyzing the  
copy_to/from_user calls in the Linux kernel:

-
[BUG] function radeon_cp_dispatch_indices calls
DRM_COPY_FROM_USER_UNCHECKED on parameter 'dev_priv->sarea_priv->boxes',
implies it is a user space pointer. dev_piv->sarea_priv has type
'drm_radeon_sarea_t', where field 'drm_radeon_sarea_t.boxes' is declared
as an array. so dev_priv->sarea_priv->boxes is equivalent to
dev_priv->sarea_priv + offset of field 'boxes'. since  
dev_priv->sarea_priv
+ offset_of_'boxes' is tainted, dev_priv->sarea_priv is also a  
user-space
pointer. this pointer is deref'd several times.

/home/junfeng/linux-tainted/drivers/char/drm/ 
radeon_state.c:1554:radeon_cp_indices:
ERROR:TAINTED:1554:1554: dereferencing tainted ptr  
'dev_priv->sarea_priv'
[Callstack: ]

prim.prim = elts.prim;
prim.offset = 0;/* offset from start of dma buffers */
prim.numverts = RADEON_MAX_VB_VERTS; /* duh */
prim.vc_format = dev_priv->sarea_priv->vc_format;
Error --->
radeon_cp_dispatch_indices( dev, buf, &prim,
   dev_priv->sarea_priv->boxes,
   dev_priv->sarea_priv->nbox );
if (elts.discard) {
-
[BUG]
/home/junfeng/linux-tainted/drivers/char/drm/ 
radeon_state.c:1773:radeon_cp_vertex2:
ERROR:TAINTED:1773:1773: dereferencing tainted ptr 'sarea_priv'
[Callstack: ]

if ( prim.prim & RADEON_PRIM_WALK_IND ) {
tclprim.offset = prim.numverts * 64;
tclprim.numverts = RADEON_MAX_VB_VERTS; /* duh */
Error --->
radeon_cp_dispatch_indices( dev, buf, &tclprim,
sarea_priv->boxes,
sarea_priv->nbox);
} else {
-
[BUG]
/home/junfeng/linux-tainted/drivers/char/drm/ 
radeon_state.c:1454:radeon_cp_vertex:
ERROR:TAINTED:1454:1454: dereferencing tainted ptr  
'dev_priv->sarea_priv'
[Callstack: ]

prim.finish = vertex.count; /* unused */
prim.prim = vertex.prim;
prim.numverts = vertex.count;
prim.vc_format = dev_priv->sarea_priv->vc_format;
Error --->
radeon_cp_dispatch_vertex( dev, buf, &prim,
   dev_priv->sarea_priv->boxes,
   dev_priv->sarea_priv->nbox );
}
-
This is all because the DRM_COPY_FROM_USER_UNCHECKED is being called in  
radeon_cp_dispatch_indices. If the copy_from_user is needed, the whole  
sarea_priv structure must be in user space, in which case all the other  
direct sarea references are in error. The other possibility is that  
copy_from_user isn't needed here at all. Can anyone comment?

--
Hollis Blanchard
IBM Linux Technology Center


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RE: [Dri-devel] Re: [Mesa3d-dev] RE: Not confused so much anymore, but.. (pointers to colour buffers again..)

2003-06-05 Thread Matt Sealey


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Ian Romanick
> Sent: Wednesday, June 04, 2003 9:21 PM
> To: DRI developer's list
> Subject: [Dri-devel] Re: [Mesa3d-dev] RE: Not confused so much anymore,
> but.. (pointers to colour buffers again..)
> 
> 
> Matt Sealey wrote:
> 
> > If the application developers requests that the GL view be 10 pixels
> > from the bottom, 50 pixels from the left, and 300 pixels wide and
> > high, surely they are the coordinates we're doing the viewport
> > transformation into?
> 
> If I have a window that is 640x480, and I can set my view port to 
> (0,0)-(319,239), do some drawing, set it to (320,0)-(639,239), do some 
> drawing, etc. to get several views within a window.

Sure thing, but those values DIRECTLY correspond to the pixels in the
window, right? Forget resizing for a second, assume the window is of
fixed width and height (for instance, a full screen application).

By default OpenGL is supposed to set the Viewport to (0,0,winWidth,winHeight)
which means if you open a window and bind a context you get a "full"
view.

But nothing stops you shaving 20 pixels off the edges, or pulling
the glViewport() up by 60 pixels to reserve space for your own
rendering. Consider a game where the status bar wasn't rendered
by OpenGL, but used a standard OS blitting routine.

I *am* right in thinking that the viewport values are intended to be
"pixel perfect"?

> CAD program that gives the user multiple views of the scene does. 
> Unless the app sets clip planes when it changes the viewport drawing 
> that goes outside the viewport will still be draw (but drawing that goes 
> outside the window will not).  The center of projection will (modulo 
> changing other settings) be the center of whatever the current viewport is.
> 
> Does that clarify things?

That's exactly what I thought it was. But..
 
> Like various people have said before, it's just a common coincidence 
> that apps call glViewport when the window size chages.  If they didn't 
> the center of projection would be "wrong" for the new window dimensions.

I would assume that any CAD application, or a glut callback, since
they have no good access to the internals of the OpenGL implementation,
simply use glViewport() in this manner once they detect (either in
glut or a custom event loop) a window resize.

The difference really is that DRI *knows* when a resize happens
(I still don't understand how it manages to respect the Viewport
settings if it disregards them and simply uses window geometry?),
but in my case, the application is expected to inform the OpenGL
subsystem of such changes.

I can easily inform OpenGL via some custom function.

So surely the application sets those viewport values relative to what
it *thinks* the window width and height is anyway. So, for instance,
in a glutReshape() event:

void reshape(int w, int h)
{
/* for our bottom right hand CAD window */
glViewport(w/2,h/2,w/2,h/2);
}

.. therefore also the physical location and geometry inside the
window the context is bound to, are directly corresponding to
the ones passed into glViewport().

Let us be very naive and trusting, and assume that when we are
calling glViewport(), as an application, we always know the current
window dimensions. I would class passing in bogus values as a quirk
of implementation - with no warnings and no real errors, just bad
results (like Motorola's AltiVec unit, it implements no alignment
exceptions or the like, it simply gives you bad results of you forget
to permute the data for it)

.. Would it work just fine if we used the values passed in?

If this is NOT true, I must say I am at a loss as to what to do next.

-- 
Matt Sealey <[EMAIL PROTECTED]> 


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[Dri-devel] Re: [Mesa3d-dev] RE: Not confused so much anymore, but.. (pointersto colour buffers again..)

2003-06-05 Thread Ian Romanick
Matt Sealey wrote:

What is the relation of glViewport(x,y coordinates in relation to
the "physical" window?
I am assuming they are ACTUAL PIXEL LOCATIONS relative to window edges
(this is what the GL book says, chapter 3, Viewport Transformation) in
which case, why do I need to ask the window system for anything? I was
just passed two values by the application.. x and y.. and a width and
height of the maximum size of the "rectangular region of the window
where the image is drawn"
If the window was 100 x 100 and the user drags the window to be 200 x 
200 you need to reallocate / resize / whatever the back-buffer, 
depth-buffer, etc.  This doesn't have any *direct* connection to 
glViewport.
Right. But the user will have detected this in his application (in my
case) via the event handling loop, or glut will have done the same,
and they can simply call
glViewport(0,0,200,200);

.. right? I don't see the big difference between the values passed to
glViewport() and the coordinates we're supposed to get from the
window system.
If the application developers requests that the GL view be 10 pixels
from the bottom, 50 pixels from the left, and 300 pixels wide and
high, surely they are the coordinates we're doing the viewport
transformation into?
If I have a window that is 640x480, and I can set my view port to 
(0,0)-(319,239), do some drawing, set it to (320,0)-(639,239), do some 
drawing, etc. to get several views within a window.  This is what every 
CAD program that gives the user multiple views of the scene does. 
Unless the app sets clip planes when it changes the viewport drawing 
that goes outside the viewport will still be draw (but drawing that goes 
outside the window will not).  The center of projection will (modulo 
changing other settings) be the center of whatever the current viewport is.

Does that clarify things?

Like various people have said before, it's just a common coincidence 
that apps call glViewport when the window size chages.  If they didn't 
the center of projection would be "wrong" for the new window dimensions.



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Re: [Dri-devel] More client and server GLX updates

2003-06-05 Thread Brian Paul
Ian Romanick wrote:
Ian Romanick wrote:

In any case, here is the patch as it currently stands.  demos/occlude 
doesn't work right, but I'm working on it.  I've also attached a patch 
to demos/shadowtex.c to change the way cycling compare mode works.  It 
can now cycle with the SGIX version.  I'll commit this later.  I want 
to modify it further to select at run-time which extensions to use.


I've been trying to solve the HP_occlusion_test problem all morning.  As 
near as I can tell, all of the right GLX protocol is happening, but the 
OCCLUSION_TEST_RESULT_HP is always false.  The only thing I can think of 
is that the extension isn't enabled in Mesa.  How does the Mesa that 
gets compiled in know which extensions to enable?  Does it just use 
_mesa_enable_sw_extnesions?
Yes, I believe the server-side Mesa module just calls
_mesa_enable_sw_extensions().  I haven't looked in a while.
I really don't know what's causing this problem.

One funny thing about GL_HP_occlusion_test is that the result flag 
gets cleared when glGetInteger/Bool/etc() is called.  No other 
glGet*() query _sets_ GL state.

One of these days I'd like to implement the NVIDIA occlusion test 
extension.

-Brian



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[Dri-devel] Re: [Dri-users] Snapshots missing libGL.so?

2003-06-05 Thread John Sheu
On Wednesday 04 June 2003 03:56 am, José Fonseca wrote:
> Please do:
>   # gdb glxgears
>   > run
>   ...
>   > bt
> And send the resulting backtrace to pinpoint the problem.

Didn't notice you wanted the backtrace.  Here it is (whole)

[start]

Starting program: /usr/X11R6/bin/glxinfo
(no debugging symbols found)...[New Thread 16384 (LWP 2817)]
name of display: :0.0

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 2817)]
0x4046dee5 in driSetTextureSwapCounterLocation (heap=0x0, counter=0x8051c18) 
at texmem.c:584
584 texmem.c: No such file or directory.
in texmem.c
(gdb)
(gdb)
(gdb)
(gdb) bt
#0  0x4046dee5 in driSetTextureSwapCounterLocation (heap=0x0, 
counter=0x8051c18) at texmem.c:584
#1  0x4046e8a9 in r128CreateContext (glVisual=0xb410, 
driContextPriv=0x804d698, sharedContextPrivate=0x1)
at r128_context.c:151
#2  0x4037329b in driCreateContext (dpy=0x804c618, vis=0x8051870, 
sharedPrivate=0x0, pctx=0x8054814, fbconfig=0x0)
at dri_util.c:1007
#3  0x4008c756 in CreateContext (dpy=0x804c618, vis=0x8051870, shareList=0x0, 
allowDirect=1, contextID=0)
at glxcmds.c:220
#4  0x4008c8ad in glXCreateContext (dpy=0x804c618, vis=0x8051870, 
shareList=0x0, allowDirect=1) at glxcmds.c:264
#5  0x08048fd0 in strcpy ()
#6  0x0804a1aa in strcpy ()
#7  0x402347f7 in __libc_start_main () from /lib/i686/libc.so.6

[end]


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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Jens Owen
Brian Paul wrote:
Denis Oliver Kropp wrote:

What do you mean by "drivers not based on Mesa"?


ATI, for example, has Linux OpenGL drivers that use the DRI but don't 
use Mesa.

It seems to be common misconception that the DRI was designed around 
Mesa, but it's not.
Right, and the PowerVR driver as well.  If we can account for DRI 
interfaces being used in the Mesa tree but outside of the "mesa" 
subdirectory proper, then it should be easier for IHV's to follow our 
changes possibly allowing for their OpenGL drivers to more easily plug 
into the various DRI window system bindings (GLX, mini-GLX, DirectFB & 
futures).

--
   /\
 Jens Owen/  \/\ _
  [EMAIL PROTECTED]  /\ \ \   Steamboat Springs, Colorado


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[Dri-devel] Re: [Dri-users] Snapshots missing libGL.so?

2003-06-05 Thread Nathaniel Gray
On Wednesday 04 June 2003 10:22 am, John Sheu wrote:
>
> Along the way I noticed that with the (Mandrake packaged) system came
> libGL.so.1.4.500 but with the self-compiled comes libGL.so.1.2 . 
> Perhaps this could be a problem?

I think that's libGLU.  I've got 1.3.500 installed on my Mandrake 9.1 
system.  Funny that we're both using the same distro.  Hmm...
-- 
>>>-- Nathaniel Gray -- Caltech Computer Science -->
>>>-- Mojave Project -- http://mojave.cs.caltech.edu -->



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RE: [Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore, but.. (pointers to colour buffers again..)

2003-06-05 Thread Matt Sealey

Sorry but how did this all ended up on the DRI list..? :D

-- 
Matt Sealey <[EMAIL PROTECTED]>  


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Re: [Dri-devel] More client and server GLX updates

2003-06-05 Thread Ian Romanick
Ian Romanick wrote:

In any case, here is the patch as it currently stands.  demos/occlude 
doesn't work right, but I'm working on it.  I've also attached a patch 
to demos/shadowtex.c to change the way cycling compare mode works.  It 
can now cycle with the SGIX version.  I'll commit this later.  I want to 
modify it further to select at run-time which extensions to use.
I've been trying to solve the HP_occlusion_test problem all morning.  As 
near as I can tell, all of the right GLX protocol is happening, but the 
OCCLUSION_TEST_RESULT_HP is always false.  The only thing I can think of 
is that the extension isn't enabled in Mesa.  How does the Mesa that 
gets compiled in know which extensions to enable?  Does it just use 
_mesa_enable_sw_extnesions?



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[Dri-devel] Rage 128 texmem problems (was Re: Snapshots missing libGL.so?)

2003-06-05 Thread Ian Romanick
John Sheu wrote:
Output of gdb on glxinfo:

Starting program: /usr/X11R6/bin/glxinfo
(no debugging symbols found)...[New Thread 16384 (LWP 2145)]
name of display: :0.0
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 2145)]
0x4046dee5 in driSetTextureSwapCounterLocation (heap=0x0, counter=0x8051c18)
at texmem.c:584
584 texmem.c: No such file or directory.
in texmem.c
Hmm...looking at the code, my guess is that rmesa->nr_heaps is 2 on Rage 
128 even on PCI cards.  In gdb you can 'print rmesa->nr_heaps' to see. 
You might also try 'print r128scrn->texSize[0]' and (if nr_heaps is 2) 
'print r128scrn->texSize[1]'.  Since I don't have a Rage 128, that would 
help. :)

Perhaps Leif can take a look at this.

Note that this has *NOTHING* to do with your libGL.so.  This is 100% in 
the driver.



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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Denis Oliver Kropp
Quoting Brian Paul ([EMAIL PROTECTED]):
> Denis Oliver Kropp wrote:
> >Quoting Brian Paul ([EMAIL PROTECTED]):
> >
> >>Denis Oliver Kropp wrote:
> >>
> >>>Quoting Keith Whitwell ([EMAIL PROTECTED]):
> >>>
> >>>
> Brian Paul wrote:
> 
> 
> >>dri/- dri driver interface
> >>api/- public api
> >>common/- reusable driver code
> >>radeon/ - DRI driver
> >>r200/   - DRI driver
> >>mga/- DRI driver
> >
> >
> >What's the "public api"?
> 
> Hmm, maybe the libGL code?
> >>>
> >>>
> >>>That's the public API of DRI Mesa. It's where DRIMesaCreateContext
> >>>and DRIMesaCreateDrawable etc. reside, like fxMesaCreateContext in
> >>>drivers/glide/ or OSMesaCreateContext in drivers/osmesa/.
> >>
> >>By "DRIMesaCreateContext" do you really mean "XF86DRICreateContext"? 
> >>The former doesn't exist.
> >
> >
> >I really meant DRIMesaCreateContext which doesn't exist yet,
> >but will be similar to what dri_util.c currently does in the
> >embedded branch.
> >
> >XF86 GLX/DRI should be layered on top of that.
> 
> OK, this is news to me.  I don't recall seeing anything about a new 
> public DRI interface.

With the tree reorg there was a discussion about making DRI windowing system
independent. Along these lines I modified dri_util.c (embedded version) and
the drivers to be used by MiniGLX and DirectFB, two windowing systems in
terms of DRI.
DirectFB applications use the dynamically loaded DirectFBGL for context
creation etc. while DirectFBGL is linked against Mesa and uses the functions
from dri_util.c.
Until now it's just a proof-of-concept and dri_util.c looks odd, but I would
like to design a public DRI interface from scratch that will be used by all
windowing systems for hardware accelerated OpenGL. Sure, it's not an interface
for applications in such an environment, these will use the windowing system
specific API like glX, MiniGLX or DirectFBGL.

> >>>MiniGLX, XF86 GLX and DirectFBGL will use this API.
> >>>
> >>>Even plain framebuffer device based applications could use DRI, too,
> >>>e.g. SDL on the framebuffer device wouldn't need that much code to
> >>>add hardware accelerated OpenGL support.
> >>
> >>I'm not fully aware of what's all in the embedded branches but in the 
> >>DRI tree:
> >>
> >>1. The dri_util.c code gets linked into each of the DRI driver 
> >>modules.  It should probably go into drivers/dri/common/
> >
> >
> >As mentioned above dri_util.c should become the public API of DRI Mesa,
> >therefore it should go into drivers/dri/api/ for now.
> 
> I'd like to review this new API before you go too far with it.  Do you 
> have a design doc or rough spec yet?

The current state is a minimal modification of the embedded dri_util.c
to proof that it's possible at all (and very well working).

With these changes and the needs of GLX, MiniGLX and DirectFB in mind
I want to propose and discuss a new API and driver architecture (DRI side).

I don't have anything written yet.

> Also, this new API probably should not be packed as libGL.so since on 
> Unix/X-oriented systems libGL.so is expected to support the GLX interface.

After porting GLX to the new API the libGL.so would be packaged with both
the new API and GLX on top of it.

> >>2. The XF86DRI*() functions (which I think you alluded to) in 
> >>XF86dri.c get compiled into libGL.  For now, XF86dri.c and all the 
> >>other DRI libGL files will stay in the DRI tree.
> >
> >
> >...until they go into src/glx.
> >
> >
> >>3. A set of files similar to those in (2) implement the 
> >>subset/embedded MiniGLX libGL library.  They'll be in src/miniglx/
> >
> >
> >Right, but I want to build a libGL without MiniGLX, just with DRI.
> 
> Do you think it will be feasible for this new DRI interface to work 
> with drivers not based on Mesa?  If so, the code should not be in the 
> src/mesa/ subtree.

What do you mean by "drivers not based on Mesa"?

-- 
Best regards,
  Denis Oliver Kropp

.--.
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| http://www.directfb.org/ |
"--"

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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Brian Paul
Denis Oliver Kropp wrote:

What do you mean by "drivers not based on Mesa"?
ATI, for example, has Linux OpenGL drivers that use the DRI but don't 
use Mesa.

It seems to be common misconception that the DRI was designed around 
Mesa, but it's not.

-Brian



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[Dri-devel] Re: [Dri-users] Snapshots missing libGL.so?

2003-06-05 Thread John Sheu
Some relevant background:

About a month ago, I clean-installed Mandrake 9.1 on the system.  XFree + DRI 
works great, except for the fact that the r128 driver was an old system and 
evidently had problems with my PCI Rage128 card.  So I downloaded the binary 
driver packages and installed, with the result of a segfault with anything 
hardware-accelerated (glxinfo, glxgears, tuxracer, etc.)  So I tried 
compiling from scratch, etc, then doing the driver packages again.  No luck 
as usual.

Along the way I noticed that with the (Mandrake packaged) system came 
libGL.so.1.4.500 but with the self-compiled comes libGL.so.1.2 .  Perhaps 
this could be a problem?


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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Keith Whitwell
Brian Paul wrote:
Keith Whitwell wrote:


Right, but I want to build a libGL without MiniGLX, just with DRI.




Do you think it will be feasible for this new DRI interface to work 
with drivers not based on Mesa?  If so, the code should not be in the 
src/mesa/ subtree.


I have to admit I'm lost now.


Denis is proposing a new public DRI-based API, presumably for fbdev-type 
environments.  Suppose this API became popular and other parties wanted 
to implement drivers for it - drivers not based on Mesa.  Is that 
conceivable?  If so, this new interface should not be in src/mesa/
Hmm - I think that's a side issue to this reorg.  Let's keep to code that 
exists - I'm not sure that everyone's communicating acurately at the moment.

I think that there will probably always be some small details about the code 
that don't accurately map onto how the repository works, and also that talking 
about code is fairly error prone compared to actually working with it.

Brian - I'm happy to make a start with your original layout.  Lets get that up 
and running so that we can talk in concrete terms about any additional & minor 
rearrangements for the final switchover.

Keith



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Re: [Dri-devel] Re: [Dri-users] Snapshots missing libGL.so?

2003-06-05 Thread John Sheu
Output of gdb on glxinfo:

Starting program: /usr/X11R6/bin/glxinfo
(no debugging symbols found)...[New Thread 16384 (LWP 2145)]
name of display: :0.0

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 2145)]
0x4046dee5 in driSetTextureSwapCounterLocation (heap=0x0, counter=0x8051c18)
at texmem.c:584
584 texmem.c: No such file or directory.
in texmem.c


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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Brian Paul
Keith Whitwell wrote:
Brian Paul wrote:

Keith Whitwell wrote:

Hmm - I think that's a side issue to this reorg.  Let's keep to code 
that exists - I'm not sure that everyone's communicating acurately at 
the moment.

I think that there will probably always be some small details about 
the code that don't accurately map onto how the repository works, and 
also that talking about code is fairly error prone compared to 
actually working with it.

Brian - I'm happy to make a start with your original layout.  Lets 
get that up and running so that we can talk in concrete terms about 
any additional & minor rearrangements for the final switchover.


Right.

So then, if anyone has anything they want to check into Mesa CVS do it 
soon and then be prepared to go a few days without check-ins.  I don't 
want the repository changed while I'm working on a local copy.

I may begin work this evening (around 7pm mountain time).  When I 
begin I'll post a "no more check-ins" message.


Just to double check we're on the same page - the new tree won't try and 
include the cvs history prior to this point, right?  We're starting a 
new tree from scratch and leaving the history in the old one?
No, I want to preserve file histories wherever possible in the new tree.

I don't know about you, but I often look back through the CVS 
revisions to recall when/why things were changed.  I use the 
SourceForge CVS browser/differencer a lot.

-Brian



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Re: [Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore, but.. (pointers to colour buffers again..)

2003-06-05 Thread Allen Akin
On Wed, Jun 04, 2003 at 05:35:55PM +0100, Matt Sealey wrote:
| > The point is that people *almost always* call glViewport when they get a 
| > window resize event.  That gives the driver a chance to ask the system 
| > what the window size is.
| 
| Aiiee.. I already said I don't know what the window size is at all. There
| is no point where Mesa CAN be told what the window size is. It never talks
| to find out either. Back to Square One!

Just following up Ian's comment:  That's what I was trying to explain in
a previous message -- glViewport just defines a transformation, not the
boundaries of the rendering region.  The actual region that can be drawn
depends on all the ways in which clipping can occur (view volume, user
clip, scissor, pixel ownership, etc.) as well as the transformations.

An application can specify glViewport dimensions that are smaller than
the window (this is fairly common) or larger than the window (this is
rare, but not unheard-of -- it usually happens when an application is
trying to preserve a fixed image aspect ratio but allow the user to
resize windows arbitrarily).

| > If the size is different than the last time, it can resize its internal
| > buffers.  It doesn't just use the values supplied by glViewport.
| 
| So what values DOES it use?

In systems that don't have hardware support or a low-level software
synchronization mechanism like DRI provides, it needs to query some
other entity that knows the values.  Usually the window system.

| Someone explain to me why something as supposedly abstract as OpenGL
| needs to be so deeply embedded into the host's windowing system?

That depends on the window system implementation.  Some of them are
designed to support direct renderers, and others aren't.

Allen


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Re: [Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore, but..(pointers to colour buffers again..)

2003-06-05 Thread Brian Paul
Matt Sealey wrote:

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ian Romanick
Sent: Wednesday, June 04, 2003 4:49 PM
To: DRI developer's list
Subject: [Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore,
but.. (pointers to colour buffers again..)
Marcelo E. Magallon wrote:

On Wed, Jun 04, 2003 at 08:27:06AM +0100, Matt Sealey wrote:

> >  By "resize" you mean, e.g., "color buffer resize"?  That doesn't work.
> >  From the documentation:
> > 
> >glViewport specifies the affine transformation of x and y from
> >normalized  device coordinates to window coordinates.
> 
> Sure but if the window coordinates are width 300, height 300, then the
> maximum size of the buffer is really 300x300 in window coordinates.
> 
> There's not any point allocating or keeping a larger colour buffer than
> you are going to have physical display pixels :)

Uhm...
[example cut]


Did I miss you point?
The point is that people *almost always* call glViewport when they get a 
window resize event.  That gives the driver a chance to ask the system 
what the window size is.


Aiiee.. I already said I don't know what the window size is at all. There
is no point where Mesa CAN be told what the window size is. It never talks
to find out either. Back to Square One!
Surely your window system has a function that returns the size of a 
specified window.  That's what ctx->Driver.GetBufferSize() should do.


If the size is different than the last time, it can resize its internal
buffers.  It doesn't just use the values supplied by glViewport.
So what values DOES it use?
Whatever ctx->Driver.GetBufferSize() returns.


It uses that as a good time to find out what the size is.


Mnn..

Welll that's not what we're doing now. Which means it's wrong. I guess
I'll have to pass a Window pointer now which complicates things a lot,
man... man man man...
Someone explain to me why something as supposedly abstract as OpenGL
needs to be so deeply embedded into the host's windowing system?
Oh come on!  The OpenGL API is window system independent but clearly 
the _implementation_ needs to know something about the window system.

-Brian



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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Keith Whitwell
Brian Paul wrote:
Keith Whitwell wrote:

Hmm - I think that's a side issue to this reorg.  Let's keep to code 
that exists - I'm not sure that everyone's communicating acurately at 
the moment.

I think that there will probably always be some small details about 
the code that don't accurately map onto how the repository works, and 
also that talking about code is fairly error prone compared to 
actually working with it.

Brian - I'm happy to make a start with your original layout.  Lets get 
that up and running so that we can talk in concrete terms about any 
additional & minor rearrangements for the final switchover.


Right.

So then, if anyone has anything they want to check into Mesa CVS do it 
soon and then be prepared to go a few days without check-ins.  I don't 
want the repository changed while I'm working on a local copy.

I may begin work this evening (around 7pm mountain time).  When I begin 
I'll post a "no more check-ins" message.
Just to double check we're on the same page - the new tree won't try and 
include the cvs history prior to this point, right?  We're starting a new tree 
from scratch and leaving the history in the old one?

Keith



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[Dri-devel] Re: [Dri-users] Snapshots missing libGL.so?

2003-06-05 Thread John Sheu
> I'm trying to install the binary snapshot of the radeon driver available at
> http://dri.sourceforge.net/snapshots/radeon-20030603-linux.i386.tar.bz2
>
> The build goes smoothly but when the script tries to install it reports:
> GL & GLU libraries...ls: *: No such file or directory
>
> And any GL executable (including glxinfo) segfaults immediately.  I read
> the FAQ and did verify that the libGL being linked against is not missing.
> Based on poking through install.sh and looking at another snapshot I have
> lying around I guessed that maybe there was supposed to be a copy of
> libGL.so.X.X shipped with the snapshot.  Is that correct?  If so, it's
> missing from the current snapshot, as is libGLcore.a.

Dang...This is the exact problem (on a r128 (snapshot as of 5/18/03) ) I've 
been bashing up against for the past month. (Jose: that's my problems with 
the bin. driver packages).  I've some suspicion it might even be libGLU.


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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Brian Paul
Keith Whitwell wrote:

Hmm - I think that's a side issue to this reorg.  Let's keep to code 
that exists - I'm not sure that everyone's communicating acurately at 
the moment.

I think that there will probably always be some small details about the 
code that don't accurately map onto how the repository works, and also 
that talking about code is fairly error prone compared to actually 
working with it.

Brian - I'm happy to make a start with your original layout.  Lets get 
that up and running so that we can talk in concrete terms about any 
additional & minor rearrangements for the final switchover.
Right.

So then, if anyone has anything they want to check into Mesa CVS do it 
soon and then be prepared to go a few days without check-ins.  I don't 
want the repository changed while I'm working on a local copy.

I may begin work this evening (around 7pm mountain time).  When I 
begin I'll post a "no more check-ins" message.

-Brian



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Re: [Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore, but..(pointers to colour buffers again..)

2003-06-05 Thread Keith Whitwell
Matt Sealey wrote:

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ian Romanick
Sent: Wednesday, June 04, 2003 4:49 PM
To: DRI developer's list
Subject: [Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore,
but.. (pointers to colour buffers again..)
Marcelo E. Magallon wrote:

On Wed, Jun 04, 2003 at 08:27:06AM +0100, Matt Sealey wrote:

> >  By "resize" you mean, e.g., "color buffer resize"?  That doesn't work.
> >  From the documentation:
> > 
> >glViewport specifies the affine transformation of x and y from
> >normalized  device coordinates to window coordinates.
> 
> Sure but if the window coordinates are width 300, height 300, then the
> maximum size of the buffer is really 300x300 in window coordinates.
> 
> There's not any point allocating or keeping a larger colour buffer than
> you are going to have physical display pixels :)

Uhm...
[example cut]


Did I miss you point?
The point is that people *almost always* call glViewport when they get a 
window resize event.  That gives the driver a chance to ask the system 
what the window size is.


Aiiee.. I already said I don't know what the window size is at all. There
is no point where Mesa CAN be told what the window size is. It never talks
to find out either. Back to Square One!
Read the X11 driver.   From get_buffer_size(), simplified for email:



/*
 * Return the size (width, height) of the X window for the given
 * GLframebuffer.
 * Output:  width - width of buffer in pixels.
 *  height - height of buffer in pixels.
 */
static void
get_buffer_size( GLframebuffer *buffer, GLuint *width, GLuint *height )
{
   /* We can do this cast because the first field in the XMesaBuffer
* struct is a GLframebuffer struct.  If this weren't true, we'd
* need a pointer from the GLframebuffer to the XMesaBuffer.
*/
   const XMesaBuffer xmBuffer = (XMesaBuffer) buffer;
   unsigned int winwidth, winheight;
   Window root;
   int winx, winy;
   unsigned int bw, d;
   XGetGeometry( xmBuffer->xm_visual->display, xmBuffer->frontbuffer, &root,
 &winx, &winy, &winwidth, &winheight, &bw, &d );
   *width = winwidth;
   *height = winheight;
}


Can you see what this function does?  This is GetBufferSize for the X11 
driver.  You'll have to do something similar for yours.



If the size is different than the last time, it can resize its internal
buffers.  It doesn't just use the values supplied by glViewport.


So what values DOES it use?
The ones you tell it when it asks you by calling the 'GetBufferSize' callback. 
 That callback is there because mesa doesn't know and isn't able to tell the 
buffer size.



Keith



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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Denis Oliver Kropp
Quoting Linus Torvalds ([EMAIL PROTECTED]):
> 
> On Wed, 4 Jun 2003, Brian Paul wrote:
> > 
> > Denis is proposing a new public DRI-based API, presumably for 
> > fbdev-type environments.  Suppose this API became popular and other 
> > parties wanted to implement drivers for it - drivers not based on 
> > Mesa.  Is that conceivable?  If so, this new interface should not be 
> > in src/mesa/
> 
> I would definitely call it "conceivable". Think of things like the WineX 
> people who work on games. I assume that they translate DirectX into GL 
> right now, but I could well imagine that they'd like to use DRI directly 
> (or rather, indirectly through an DirectX-like API based on DRI).

DirectFB is DirectX-like, WineX could use DRI via DirectFBGL.

-- 
Best regards,
  Denis Oliver Kropp

.--.
| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/ |
"--"

Convergence GmbH


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RE: [Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore, but.. (pointers to colour buffers again..)

2003-06-05 Thread Matt Sealey


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Ian Romanick
> Sent: Wednesday, June 04, 2003 4:49 PM
> To: DRI developer's list
> Subject: [Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore,
> but.. (pointers to colour buffers again..)
> 
> 
> Marcelo E. Magallon wrote:
> > On Wed, Jun 04, 2003 at 08:27:06AM +0100, Matt Sealey wrote:
> > 
> >  > >  By "resize" you mean, e.g., "color buffer resize"?  That doesn't work.
> >  > >  From the documentation:
> >  > > 
> >  > >glViewport specifies the affine transformation of x and y from
> >  > >normalized  device coordinates to window coordinates.
> >  > 
> >  > Sure but if the window coordinates are width 300, height 300, then the
> >  > maximum size of the buffer is really 300x300 in window coordinates.
> >  > 
> >  > There's not any point allocating or keeping a larger colour buffer than
> >  > you are going to have physical display pixels :)
> > 
> >  Uhm...
> 
> [example cut]
> 
> >  Did I miss you point?
> 
> The point is that people *almost always* call glViewport when they get a 
> window resize event.  That gives the driver a chance to ask the system 
> what the window size is.

Aiiee.. I already said I don't know what the window size is at all. There
is no point where Mesa CAN be told what the window size is. It never talks
to find out either. Back to Square One!

> If the size is different than the last time, it can resize its internal
> buffers.  It doesn't just use the values supplied by glViewport.

So what values DOES it use?

>  It uses that as a good time to find out what the size is.

Mnn..

Welll that's not what we're doing now. Which means it's wrong. I guess
I'll have to pass a Window pointer now which complicates things a lot,
man... man man man...

Someone explain to me why something as supposedly abstract as OpenGL
needs to be so deeply embedded into the host's windowing system?

-- 
Matt Sealey <[EMAIL PROTECTED]> 


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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Linus Torvalds

On Wed, 4 Jun 2003, Brian Paul wrote:
> 
> Denis is proposing a new public DRI-based API, presumably for 
> fbdev-type environments.  Suppose this API became popular and other 
> parties wanted to implement drivers for it - drivers not based on 
> Mesa.  Is that conceivable?  If so, this new interface should not be 
> in src/mesa/

I would definitely call it "conceivable". Think of things like the WineX 
people who work on games. I assume that they translate DirectX into GL 
right now, but I could well imagine that they'd like to use DRI directly 
(or rather, indirectly through an DirectX-like API based on DRI).

Linus



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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Brian Paul
Keith Whitwell wrote:

Right, but I want to build a libGL without MiniGLX, just with DRI.


Do you think it will be feasible for this new DRI interface to work 
with drivers not based on Mesa?  If so, the code should not be in the 
src/mesa/ subtree.


I have to admit I'm lost now.
Denis is proposing a new public DRI-based API, presumably for 
fbdev-type environments.  Suppose this API became popular and other 
parties wanted to implement drivers for it - drivers not based on 
Mesa.  Is that conceivable?  If so, this new interface should not be 
in src/mesa/

-Brian



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[Dri-devel] Re: [Mesa3d-dev] Not confused so much anymore, but.. (pointers tocolour buffers again..)

2003-06-05 Thread Ian Romanick
Marcelo E. Magallon wrote:
On Wed, Jun 04, 2003 at 08:27:06AM +0100, Matt Sealey wrote:

 > >  By "resize" you mean, e.g., "color buffer resize"?  That doesn't work.
 > >  From the documentation:
 > > 
 > >glViewport specifies the affine transformation of x and y from
 > >normalized  device coordinates to window coordinates.
 > 
 > Sure but if the window coordinates are width 300, height 300, then the
 > maximum size of the buffer is really 300x300 in window coordinates.
 > 
 > There's not any point allocating or keeping a larger colour buffer than
 > you are going to have physical display pixels :)

 Uhm...
[example cut]

 Did I miss you point?
The point is that people *almost always* call glViewport when they get a 
window resize event.  That gives the driver a chance to ask the system 
what the window size is.  If the size is different than the last time, 
it can resize its internal buffers.  It doesn't just use the values 
supplied by glViewport.  It uses that as a good time to find out what 
the size is.



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Re: [Dri-devel] DRM janitorial

2003-06-05 Thread Ian Romanick
Dave Jones wrote:
On Wed, Jun 04, 2003 at 07:45:26AM -0700, Linus Torvalds wrote:

 > For what it's worth, I haven't seen any AGP confusion reports myself due 
 > to the move to "helper core modules".

they were few and far between, but I did field a few mails from folks
not loading the sub-driver, and then wondering why agpgart was failing.
that's backed off since then, so hopefully its a non-issue, but it's
something that's documented in the 2.5 changes doc I wrote[1] for any
newcomers when we get to 2.6 anyways.
But you probably didn't get any more compaints than we've gotten from 
people that tried to load a DRM module w/o loading agpgart first. :)



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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Keith Whitwell

Right, but I want to build a libGL without MiniGLX, just with DRI.


Do you think it will be feasible for this new DRI interface to work with 
drivers not based on Mesa?  If so, the code should not be in the 
src/mesa/ subtree.
I have to admit I'm lost now.

Keith



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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Brian Paul
Denis Oliver Kropp wrote:
Quoting Brian Paul ([EMAIL PROTECTED]):

Denis Oliver Kropp wrote:

Quoting Keith Whitwell ([EMAIL PROTECTED]):


Brian Paul wrote:


dri/- dri driver interface
api/- public api
common/- reusable driver code
radeon/ - DRI driver
r200/   - DRI driver
mga/- DRI driver


What's the "public api"?
Hmm, maybe the libGL code?


That's the public API of DRI Mesa. It's where DRIMesaCreateContext
and DRIMesaCreateDrawable etc. reside, like fxMesaCreateContext in
drivers/glide/ or OSMesaCreateContext in drivers/osmesa/.
By "DRIMesaCreateContext" do you really mean "XF86DRICreateContext"? 
The former doesn't exist.


I really meant DRIMesaCreateContext which doesn't exist yet,
but will be similar to what dri_util.c currently does in the
embedded branch.
XF86 GLX/DRI should be layered on top of that.
OK, this is news to me.  I don't recall seeing anything about a new 
public DRI interface.


Let's clarify what's meant by public.  I consider a public interface 
one that's directly used by application programs.  The 
XF86DRICreateContext() and related functions are never used by 
applications.  They're used by libGL and the DRI drivers.

fxMesaCreateContext() and OSMesaCreateContext() really are public 
interface functions.


That's what I thought, fxMesaCreateContext(), OSMesaCreateContext(),
DRIMesaCreateContext() etc.

MiniGLX, XF86 GLX and DirectFBGL will use this API.

Even plain framebuffer device based applications could use DRI, too,
e.g. SDL on the framebuffer device wouldn't need that much code to
add hardware accelerated OpenGL support.
I'm not fully aware of what's all in the embedded branches but in the 
DRI tree:

1. The dri_util.c code gets linked into each of the DRI driver 
modules.  It should probably go into drivers/dri/common/


As mentioned above dri_util.c should become the public API of DRI Mesa,
therefore it should go into drivers/dri/api/ for now.
I'd like to review this new API before you go too far with it.  Do you 
have a design doc or rough spec yet?

Also, this new API probably should not be packed as libGL.so since on 
Unix/X-oriented systems libGL.so is expected to support the GLX interface.


2. The XF86DRI*() functions (which I think you alluded to) in 
XF86dri.c get compiled into libGL.  For now, XF86dri.c and all the 
other DRI libGL files will stay in the DRI tree.


...until they go into src/glx.


3. A set of files similar to those in (2) implement the 
subset/embedded MiniGLX libGL library.  They'll be in src/miniglx/


Right, but I want to build a libGL without MiniGLX, just with DRI.
Do you think it will be feasible for this new DRI interface to work 
with drivers not based on Mesa?  If so, the code should not be in the 
src/mesa/ subtree.

-Brian



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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Denis Oliver Kropp
Quoting Denis Oliver Kropp ([EMAIL PROTECTED]):
> dri/common/ contains reusable code used by the DRI drivers
> while dri/common/api/ contains code to handle the drivers.

dri/api/, of course.

-- 
Best regards,
  Denis Oliver Kropp

.--.
| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/ |
"--"

Convergence GmbH


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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Denis Oliver Kropp
Quoting Brian Paul ([EMAIL PROTECTED]):
> Denis Oliver Kropp wrote:
> >Quoting Keith Whitwell ([EMAIL PROTECTED]):
> >
> >>Brian Paul wrote:
> >>
>   dri/- dri driver interface
>   api/- public api
>   common/- reusable driver code
>   radeon/ - DRI driver
>   r200/   - DRI driver
>   mga/- DRI driver
> >>>
> >>>
> >>>What's the "public api"?
> >>
> >>Hmm, maybe the libGL code?
> >
> >
> >That's the public API of DRI Mesa. It's where DRIMesaCreateContext
> >and DRIMesaCreateDrawable etc. reside, like fxMesaCreateContext in
> >drivers/glide/ or OSMesaCreateContext in drivers/osmesa/.
> 
> By "DRIMesaCreateContext" do you really mean "XF86DRICreateContext"? 
> The former doesn't exist.

I really meant DRIMesaCreateContext which doesn't exist yet,
but will be similar to what dri_util.c currently does in the
embedded branch.

XF86 GLX/DRI should be layered on top of that.

> Let's clarify what's meant by public.  I consider a public interface 
> one that's directly used by application programs.  The 
> XF86DRICreateContext() and related functions are never used by 
> applications.  They're used by libGL and the DRI drivers.
> 
> fxMesaCreateContext() and OSMesaCreateContext() really are public 
> interface functions.

That's what I thought, fxMesaCreateContext(), OSMesaCreateContext(),
DRIMesaCreateContext() etc.

> >MiniGLX, XF86 GLX and DirectFBGL will use this API.
> >
> >Even plain framebuffer device based applications could use DRI, too,
> >e.g. SDL on the framebuffer device wouldn't need that much code to
> >add hardware accelerated OpenGL support.
> 
> I'm not fully aware of what's all in the embedded branches but in the 
> DRI tree:
> 
> 1. The dri_util.c code gets linked into each of the DRI driver 
> modules.  It should probably go into drivers/dri/common/

As mentioned above dri_util.c should become the public API of DRI Mesa,
therefore it should go into drivers/dri/api/ for now.

> 2. The XF86DRI*() functions (which I think you alluded to) in 
> XF86dri.c get compiled into libGL.  For now, XF86dri.c and all the 
> other DRI libGL files will stay in the DRI tree.

...until they go into src/glx.

> 3. A set of files similar to those in (2) implement the 
> subset/embedded MiniGLX libGL library.  They'll be in src/miniglx/

Right, but I want to build a libGL without MiniGLX, just with DRI.

> So, my suggestion is that the src/mesa/drivers/dri/api/ directory 
> isn't really needed; those files should go in 
> src/mesa/drivers/dri/common/.  And, all the files which get compiled 
> into the MiniGLX libGL should be in src/miniglx/.

dri/common/ contains reusable code used by the DRI drivers
while dri/common/api/ contains code to handle the drivers.

-- 
Best regards,
  Denis Oliver Kropp

.--.
| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/ |
"--"

Convergence GmbH


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Re: [Dri-devel] DRM janitorial

2003-06-05 Thread Dave Jones
On Wed, Jun 04, 2003 at 07:45:26AM -0700, Linus Torvalds wrote:

 > > This was exactly the reason I hesitated when you first suggested that I
 > > did exactly that for agpgart, but I figured you knew best...
 > It's worked pretty well for AGP, and it sure as hell cleaned stuff up.

no argument there..
 
 > It was a suggested thing for DRI too a _loong_ time ago (before the DRM() 
 > thing), but at least back then it was shot down by whoever did DRM due to 
 > "user-level confusion".

right. the DRM() stuff annoyed me enough to start hacking on it. If I
get bored enough, I may recreate those changes locally, as I won't get
home before the weekend to mail them out.

 > For what it's worth, I haven't seen any AGP confusion reports myself due 
 > to the move to "helper core modules".

they were few and far between, but I did field a few mails from folks
not loading the sub-driver, and then wondering why agpgart was failing.
that's backed off since then, so hopefully its a non-issue, but it's
something that's documented in the 2.5 changes doc I wrote[1] for any
newcomers when we get to 2.6 anyways.

Dave

[1] for those that havent seen it, http://www.codemonkey.org.uk/post-halloween-2.5.txt



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Re: [Dri-devel] DRM janitorial

2003-06-05 Thread Linus Torvalds

On Wed, 4 Jun 2003, Dave Jones wrote:
> 
> This was exactly the reason I hesitated when you first suggested that I
> did exactly that for agpgart, but I figured you knew best...

It's worked pretty well for AGP, and it sure as hell cleaned stuff up.

It was a suggested thing for DRI too a _loong_ time ago (before the DRM() 
thing), but at least back then it was shot down by whoever did DRM due to 
"user-level confusion".

For what it's worth, I haven't seen any AGP confusion reports myself due 
to the move to "helper core modules".

Linus



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Re: [Dri-devel] Re: [Mesa3d-dev] Re: Mesa tree re-org

2003-06-05 Thread Brian Paul
Denis Oliver Kropp wrote:
Quoting Keith Whitwell ([EMAIL PROTECTED]):

Brian Paul wrote:

  dri/- dri driver interface
  api/- public api
  common/- reusable driver code
  radeon/ - DRI driver
  r200/   - DRI driver
  mga/- DRI driver


What's the "public api"?
Hmm, maybe the libGL code?


That's the public API of DRI Mesa. It's where DRIMesaCreateContext
and DRIMesaCreateDrawable etc. reside, like fxMesaCreateContext in
drivers/glide/ or OSMesaCreateContext in drivers/osmesa/.
By "DRIMesaCreateContext" do you really mean "XF86DRICreateContext"? 
The former doesn't exist.

Let's clarify what's meant by public.  I consider a public interface 
one that's directly used by application programs.  The 
XF86DRICreateContext() and related functions are never used by 
applications.  They're used by libGL and the DRI drivers.

fxMesaCreateContext() and OSMesaCreateContext() really are public 
interface functions.


MiniGLX, XF86 GLX and DirectFBGL will use this API.

Even plain framebuffer device based applications could use DRI, too,
e.g. SDL on the framebuffer device wouldn't need that much code to
add hardware accelerated OpenGL support.
I'm not fully aware of what's all in the embedded branches but in the 
DRI tree:

1. The dri_util.c code gets linked into each of the DRI driver 
modules.  It should probably go into drivers/dri/common/

2. The XF86DRI*() functions (which I think you alluded to) in 
XF86dri.c get compiled into libGL.  For now, XF86dri.c and all the 
other DRI libGL files will stay in the DRI tree.

3. A set of files similar to those in (2) implement the 
subset/embedded MiniGLX libGL library.  They'll be in src/miniglx/

So, my suggestion is that the src/mesa/drivers/dri/api/ directory 
isn't really needed; those files should go in 
src/mesa/drivers/dri/common/.  And, all the files which get compiled 
into the MiniGLX libGL should be in src/miniglx/.

-Brian



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Re: [Dri-devel] DRM janitorial

2003-06-05 Thread Dave Jones
On Tue, Jun 03, 2003 at 09:25:22AM -0700, Linus Torvalds wrote:

 > > If a lot of this stuff really is that device independent, why don't we 
 > > move it to a separate kernel module?  That would save some memory when 
 > > multiple DRM drivers are loaded at once.
 > 
 > Kernel modules that depend on each other are a major pain in the butt, I
 > can tell you. It's not worth it from a technical angle, and one argument
 > against it has historically been that X binaries did something an "insmod
 > xxx" and the people didn't want to break that by requireing multiple 
 > modules.

This was exactly the reason I hesitated when you first suggested that I
did exactly that for agpgart, but I figured you knew best...

for what its worth, on my hard disk at home, there's a dri cleanup
tree that is half done doing similar stuff mentioned in this thread.
My intent was just pushing the drm_agpsupport.h stuff into the kernel
proper, and having the drm modules calling that stuff instead of
inlining its own agp routines each time.

maybe I'll finish it up when I get back next week.

Dave



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