[Dri-devel] Re: [Dri-users] Rainbow colors and AGP texturing (was radeon 320m and 3d problems)

2004-03-10 Thread Felix Kühling
On Mon,  8 Mar 2004 15:19:32 -0500 (EST)
John H. [EMAIL PROTECTED] wrote:

 
 well, your suggestion at least makes the speed ok with 800x600(which isn't that 
 great)
 
 
 
 however, the rainbow color thing is making it unplayable(I can't distinguish between 
 players).  is there any way around that?

I just remembered that I saw a similar problem on my Radeon 7500 that
seemed to be related to AGP texturing. With a normal radeon the
workaround is to disable AGP textures using an environment variable.
However, with an IGP chip you don't have that choice.

Can anyone look into the AGP texturing issues in the radeon driver?

Regards,
  Felix


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[Dri-devel] Re: Rainbow colors and AGP texturing (was radeon 320m and 3d problems)

2004-03-10 Thread Michel Dänzer
On Wed, 2004-03-10 at 12:24, Felix Khling wrote:
 On Mon,  8 Mar 2004 15:19:32 -0500 (EST)
 John H. [EMAIL PROTECTED] wrote:
 
  well, your suggestion at least makes the speed ok with 800x600(which isn't that 
  great)
  
  however, the rainbow color thing is making it unplayable(I can't distinguish 
  between players).  is there any way around that?
 
 I just remembered that I saw a similar problem on my Radeon 7500 that
 seemed to be related to AGP texturing. With a normal radeon the
 workaround is to disable AGP textures using an environment variable.

Namely RADEON_GARTTEXTURING_FORCE_DISABLE.

 However, with an IGP chip you don't have that choice.

Yes, you do. Framebuffer and GART are still separate, even if both lie
in system RAM.


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Re: [Dri-devel] Mesa Linux solo and r100..

2004-03-10 Thread Alex Deucher

--- Dave Airlie [EMAIL PROTECTED] wrote:
 
 Hi,
   I've just tried getting a solo Mesa working on 2.4.25, latest DRM
 from DRI CVS and top of tree Mesa on  r100,
 
 my framebuffer console comes up, but when I start the server the
 screen is
 corrupted, when I run the test app I can see the garbage on screen
 change
 so it looks close to working,
 
 Does anyone have this working? on any card, I might try porting the
 i810
 or mach64 to Solo over the next couple of days as an additional test
 but
 I'd like to see a working one first..

Dave, 

   You might try on the directfb ML's: http://www.directfb.org

Alex

 
 Dave.
 
 -- 
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 http://www.skynet.ie/~airlied / airlied at skynet.ie
 pam_smb / Linux DECstation / Linux VAX / ILUG person
 
 
 
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[Dri-devel] Re: [Dri-users] Radeon Snapshots

2004-03-10 Thread Alex Deucher

--- Fritsch [EMAIL PROTECTED] wrote:
 I am using Radeon Snapshots on an IBM Thinkpad together with the
 XFree86 
 binary.
 All Version from before 20040302 work fine,
 with later Versions I get faults in glxgears, which refuses running!
 
 
 Does anyone experience same problems?

It might be an issue with Ian's new driinterface.  I think it was
merged into the trunk around then.  I'm CCing devel.

Alex

 
 thx
 Peter Frühberger
 


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[Dri-devel] Re: [Mesa3d-dev] Deviation from spec WRT multitex and interleavedarrays

2004-03-10 Thread Brian Paul
Robert F Merrill wrote:
After reading the GL 1.2.1 spec which supposedly contains a verbatim 
copy of the ARB_multitexture spec, It seems to me as if Mesa's 
implementation of InterleavedArrays is incorrect.
Currently, specifying an interleaved array with a texcoord part assigns 
the texcoords to TMU 0 and disables GL_TEXTURE_COORD_ARRAY for all others
Specifying an interleaved array without a texcoord part disables 
GL_TEXTURE_COORD_ARRAY for all TMUs

Reading the ARB_multitexture / 1.2.1 spec, it appears to me that the 
correct behavior is:
1) If texcoord is specified in the interleaved array, assign the 
texcoords to the current client TMU and enable GL_TEXTURE_COORD_ARRAY in 
same
2) otherwise, disable GL_TEXTURE_COORD_ARRAY in the current client TMU

The support for this is given in the interleaved arrays section of the 
spec, which says that a call to interleaved arrays is equivalent to a 
given code block.
In that code block, there are no calls to ClientActiveTextureARB, and 
the multitexture spec doesn't change this either. Therefore, we can't touch
anything other than the current TMU since the equivalent code doesn't 
either.

Also, current behavior doesn't really make sense

Here is a patch that should give correct behavior:
I was looking at this a while back myself, but forgot to revisit it. 
I think you're right.  The OpenGL SI is consistant with the spec too 
so I'll go ahead and apply your patch.

Thanks!

-Brian



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[Dri-devel] Re: Rainbow colors and AGP texturing (was radeon 320m and 3d problems)

2004-03-10 Thread John H.

so what do i do?









 --- On Wed 03/10, Michel =?ISO-8859-1?Q?D=E4nzer?=  [EMAIL PROTECTED]  wrote:

From: Michel =?ISO-8859-1?Q?D=E4nzer?= [mailto: [EMAIL PROTECTED]

To: [EMAIL PROTECTED]

 Cc: [EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED]

Date: Wed, 10 Mar 2004 13:18:20 +0100

Subject: Re: Rainbow colors and AGP texturing (was radeon 320m and 3d problems)



On Wed, 2004-03-10 at 12:24, Felix Kühling wrote:br On Mon,  8 Mar 2004 15:19:32 
-0500 (EST)br John H. [EMAIL PROTECTED] wrote:br br  well, your 
suggestion at least makes the speed ok with 800x600(which isn't that great)br  
br  however, the rainbow color thing is making it unplayable(I can't distinguish 
between players).  is there any way around that?br br I just remembered that I 
saw a similar problem on my Radeon 7500 thatbr seemed to be related to AGP 
texturing. With a normal radeon thebr workaround is to disable AGP textures using 
an environment variable.brbrNamely RADEON_GARTTEXTURING_FORCE_DISABLE.brbr 
However, with an IGP chip you don't have that choice.brbrYes, you do. Framebuffer 
and GART are still separate, even if both liebrin system RAM.brbrbr-- 
brEarthling Michel Dänzer  | Debian (powerpc), X and DRI developerbrLibre 
software enthusiast|   http://svcs.affero.net/rm.php?r=daenzerbrbr

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Re: Fw: Re: [Dri-devel] savage-2-0-0 test notes

2004-03-10 Thread Steve Holland
My apologies for being horribly slow to respond. 
The mode switching problem occurs with bpp=24 (bpp=32 didn't work at all
for me). Hardware is SuperSavage/IXC SDR (ThinkPad T23). 
I do get the message:
   (==) SAVAGE(0): Using video BIOS to set modes
But I get this regardless of whether I have the UseBIOS option set or
not in XF86Config. 

At this point the display always seems to be corrupted (bad mode) if I
select 24 bpp (before it worked fine until I started tuxracer). 

The corrupted display shows the right colors, but the pixel arrangement
is off. What should be the vertical left/right border of the screen is
actually at a 30 degree angle to the horizontal, wrapping around from
left to right (goes down and to the right). Moving the mouse down makes
the pixels representing the pointer go down and to the right. Moving the
mouse to the right makes them go up and to the right. 

I have also noticed a problem with loading the kernel driver. 
Even after I added: 
/sbin/modprobe agpgart
/sbin/modprobe savage
to /etc/rc.d/rc.local, the X server did not start with DRI enabled. 
The reason seems to be that some time is needed between the 
'modprobe agpgart' and the 'modprobe savage'. 
Changing rc.local to: 
/sbin/modprobe agpgart
sleep 1
/sbin/modprobe savage
sleep 1

Solved the problem and now I get the message
kernel: [drm] Initialized savage 1.0.0 20011023 on minor 0: SuperSavage
IX/C SDR
on bootup. 

HOWEVER, I noticed general system instability (random lockups) 
when operating in the original case, that is when both agpgart.o 
and savage.o were loaded, but savage not properly initialized. 

Thanks,
Steve


On Fri, 2004-02-27 at 15:21, Alex Deucher wrote: 
 -- Felix Khling [EMAIL PROTECTED] wrote:
  Forwarding to dri-devel. Some of this (mode switching problem) looks
  like a 2D issue. Alex?
 
 I'll have to double check, but I don't recall having any problems with
 mode switching in tuxracer last time I played with it.  Steve, what
 chip are you running on? bios or non-bios mode setting? it also might
 be an issue with the backbuffer overwriting the front buffer. see
 below.
 
  
  I don't know why drawpix to the backbuffer works for me but not for
  you.
  I'll look into this some time. But it's no priority right now.
  
  Hmm, I was just wondering if you have enough memory for 3D in 32bpp
  mode
  with 1400x1050. Front, back and depth buffers need a bit more than 16
  MB
  in this mode. If your chip uses shared memory you'd have to reserve
  32MB
  of shared memory for it to work.
 
 One of these days, maybe this weekend, I'll put a quick check in the
 buffer allocation code in savage_accel.c to make sure there is enough
 memory for 3D in the current mode/depth.  OT I haven't really been
 testing the trunk to much lately, as I've been messing around with
 duoview support.  I've just about got it working.  I can set up the
 second controller and dot clock, I just can't get it to produce a
 signal. it's driving me nuts.../OT
 
 Alex
 
  
  Regards,
Felix
  
  Begin forwarded message:
  
  Date: Fri, 27 Feb 2004 11:59:22 -0600
  From: Steve Holland [EMAIL PROTECTED]
  To: Felix Khling [EMAIL PROTECTED]
  Subject: Re: [Dri-devel] savage-2-0-0 test notes
  
  
  I tested it with a fresh copy from the trunk (effective tuesday), and
  have the same problems. 
  
  Here are some PNG's of the results from drawpix:
  16 bit display, drawing to back buffer:
  http://69.5.151.193/~sdh4/drawpix16bit.png
  drawing to front buffer:
  http://69.5.151.193/~sdh4/drawpix16bitfrontbuffer.png
  24 bit display drawing to back buffer: 
  http://69.5.151.193/~sdh4/drawpix24bit.png
  (24 bit display drawing to front buffer was similar to 16-front
  buffer)
  
  I also noticed problems when switching video modes on a 24 bit
  display. 
  For example, running tuxracer would get the display parameters wrong,
  
  leading to an incomprehensible display (even after quitting). 
  
  Thanks, 
  Steve
  
  
  
  On Tue, 2004-02-24 at 07:13, Felix Khling wrote:
   On Mon, 23 Feb 2004 14:18:53 -0600
   Steve Holland [EMAIL PROTECTED] wrote:
  [snip]
  
 
 
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Re: Fw: Re: [Dri-devel] savage-2-0-0 test notes

2004-03-10 Thread Alex Deucher

--- Steve Holland [EMAIL PROTECTED] wrote:
 My apologies for being horribly slow to respond. 
 The mode switching problem occurs with bpp=24 (bpp=32 didn't work at
 all
 for me). Hardware is SuperSavage/IXC SDR (ThinkPad T23). 
 I do get the message:
(==) SAVAGE(0): Using video BIOS to set modes
 But I get this regardless of whether I have the UseBIOS option set or
 not in XF86Config. 
 
 At this point the display always seems to be corrupted (bad mode) if
 I
 select 24 bpp (before it worked fine until I started tuxracer). 
 
 The corrupted display shows the right colors, but the pixel
 arrangement
 is off. What should be the vertical left/right border of the screen
 is
 actually at a 30 degree angle to the horizontal, wrapping around from
 left to right (goes down and to the right). Moving the mouse down
 makes
 the pixels representing the pointer go down and to the right. Moving
 the
 mouse to the right makes them go up and to the right. 
 
 I have also noticed a problem with loading the kernel driver. 
 Even after I added: 
 /sbin/modprobe agpgart
 /sbin/modprobe savage
 to /etc/rc.d/rc.local, the X server did not start with DRI enabled. 
 The reason seems to be that some time is needed between the 
 'modprobe agpgart' and the 'modprobe savage'. 
 Changing rc.local to: 
 /sbin/modprobe agpgart
 sleep 1
 /sbin/modprobe savage
 sleep 1
 
 Solved the problem and now I get the message
 kernel: [drm] Initialized savage 1.0.0 20011023 on minor 0:
 SuperSavage
 IX/C SDR
 on bootup. 
 
 HOWEVER, I noticed general system instability (random lockups) 
 when operating in the original case, that is when both agpgart.o 
 and savage.o were loaded, but savage not properly initialized. 


Steve,

   If you haven't already please try again with the DRI/mesa trunks
rather than savage-2-0-0-branch.  There have been quite a few updates
since the branch was merged.  Also how much videoram does your card
have?  You will need almost 17 MB for 1400x1050x24bpp (24bpp is really
32 bpp as far as the driver is concerned).  The new driver disables the
DRI if there is not enough ram.  Before my changes to check available
videoram, the front/back/depth buffers would be arbitrarily allocated
and if you only have 16MB of video ram, the back buffer would overflow
into the front buffer.   

Alex

 
   Thanks,
   Steve
 
 
 On Fri, 2004-02-27 at 15:21, Alex Deucher wrote: 
  -- Felix Khling [EMAIL PROTECTED] wrote:
   Forwarding to dri-devel. Some of this (mode switching problem)
 looks
   like a 2D issue. Alex?
  
  I'll have to double check, but I don't recall having any problems
 with
  mode switching in tuxracer last time I played with it.  Steve, what
  chip are you running on? bios or non-bios mode setting? it also
 might
  be an issue with the backbuffer overwriting the front buffer. see
  below.
  
   
   I don't know why drawpix to the backbuffer works for me but not
 for
   you.
   I'll look into this some time. But it's no priority right now.
   
   Hmm, I was just wondering if you have enough memory for 3D in
 32bpp
   mode
   with 1400x1050. Front, back and depth buffers need a bit more
 than 16
   MB
   in this mode. If your chip uses shared memory you'd have to
 reserve
   32MB
   of shared memory for it to work.
  
  One of these days, maybe this weekend, I'll put a quick check in
 the
  buffer allocation code in savage_accel.c to make sure there is
 enough
  memory for 3D in the current mode/depth.  OT I haven't really
 been
  testing the trunk to much lately, as I've been messing around with
  duoview support.  I've just about got it working.  I can set up the
  second controller and dot clock, I just can't get it to produce a
  signal. it's driving me nuts.../OT
  
  Alex
  
   
   Regards,
 Felix
   
   Begin forwarded message:
   
   Date: Fri, 27 Feb 2004 11:59:22 -0600
   From: Steve Holland [EMAIL PROTECTED]
   To: Felix Khling [EMAIL PROTECTED]
   Subject: Re: [Dri-devel] savage-2-0-0 test notes
   
   
   I tested it with a fresh copy from the trunk (effective tuesday),
 and
   have the same problems. 
   
   Here are some PNG's of the results from drawpix:
   16 bit display, drawing to back buffer:
   http://69.5.151.193/~sdh4/drawpix16bit.png
   drawing to front buffer:
   http://69.5.151.193/~sdh4/drawpix16bitfrontbuffer.png
   24 bit display drawing to back buffer: 
   http://69.5.151.193/~sdh4/drawpix24bit.png
   (24 bit display drawing to front buffer was similar to 16-front
   buffer)
   
   I also noticed problems when switching video modes on a 24 bit
   display. 
   For example, running tuxracer would get the display parameters
 wrong,
   
   leading to an incomprehensible display (even after quitting). 
   
 Thanks, 
 Steve
   
   
   
   On Tue, 2004-02-24 at 07:13, Felix Khling wrote:
On Mon, 23 Feb 2004 14:18:53 -0600
Steve Holland [EMAIL PROTECTED] wrote:
   [snip]
   
  


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[Dri-devel] tdfx breakage (patch included)

2004-03-10 Thread ajax
The tdfx_dri.so generated by the trunk doesn't include some of the common 
driver code.  It will build, but _mesa_init_driver_functions() is undefined 
in the resulting library, so the dlopen fails and direct rendering is 
disabled.

The attached patch fixes this.
--- lib/GL/mesa/drivers/dri/tdfx/Imakefile.orig	2004-03-10 08:36:00.252328096 -0600
+++ lib/GL/mesa/drivers/dri/tdfx/Imakefile	2004-03-10 08:36:18.930488584 -0600
@@ -48,7 +48,7 @@
 
  SRCS = $(TDFXSRCS)
  OBJS = $(DRIOBJS) $(DRMOBJS) $(COREMESAOBJS) \
-		$(MESA_ASM_OBJS) $(TDFXOBJS) 
+		$(MESA_ASM_OBJS) $(COMMONOBJS) $(TDFXOBJS) 
 
 REQUIREDLIBS = MathLibrary $(LDPRELIB) $(GLXLIB) $(XONLYLIB) ExpatLibrary
 


[Dri-devel] Mach64 buffer stuff

2004-03-10 Thread James Jones
I've been reading the state and dma code.  I have some questions. 

 The intention is to instead use
 a pool of private buffers not mapped to userspace (rather than continually
 unmapping and mapping client buffers).  The part that is missing (and
 preventing us from merging with the trunk) is a way to allocate and use a
 set of private unmapped buffers in addition to the client buffers in the
 DRM.

So would there be one set of unmapped buffers that are used for everything, 
and then a set of client, mapped buffers that are just used for state (only 
in mach64_state.c:mach64_dma_dispatch_vertex()?)?  Or is it the other way 
around, some unmapped buffers just for copying state data to before it is 
emitted.  The second way seems wrong to me, but that was what I thought Leif 
was describing in his earlier mail.

I was going to start modifying the free list routines to allow for two lists 
per dev_priv structure, one mapped/one unmapped.  I would add another 
freelist structure to drm_mach64_private_t.  Would this type of change mean I 
could remove the placeholders list?   Is this the propper way to go?

-James




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