On Tue, 30 Apr 2002, Kaz Sasayama wrote:
> Thank you for the explanation. I see the point now.
>
> Leif Delgass wrote:
>
> >On Fri, 26 Apr 2002, Kaz Sasayama wrote:
> >
> >>I'm now trying mach64-0-0-4-branch with Rage Mobility-M PCI (LR). The
> >>compiled X server does not work in a setting mo
On 2002.04.29 21:22 Peter Andersson wrote:
> Leif Delgass wrote:
>
>> On Mon, 29 Apr 2002, Peter Andersson wrote:
>>
>>> ...
>>
>> Just to clarify, do you mean both things worked? If changing the
>> _wait_for_fifo to _wait_for_idle worked, I think we should keep it that
>> way so we have stabl
On 2002.04.29 20:49 Leif Delgass wrote:
> On Mon, 29 Apr 2002, José Fonseca wrote:
> > ...
> > From this moment the mach64 binary snapshots in
> > http://dri.sourceforge.net/snapshots/bleeding-edge/ are taken from the
> > 0-0-4 branch.
> >
> > Note that the DMA is disabled by default, and there w
On Mon, 29 Apr 2002, José Fonseca wrote:
> On 2002.04.29 16:14 Sergey V. Udaltsov wrote:
> > Actually, Leif is right. DRI really works on 1024x768 but... very slow
> > (thanks to PIO?). My Rage Mobility cannot run Counter-Strike properly
> > (the game is unplayable in this mode). In 800x600 it is
On Mon, 29 Apr 2002, Peter Andersson wrote:
> >Try setting MACH64_VERBOSE back to zero in mach64_drv.h:
> >
> >#define MACH64_VERBOSE 0
> >
> >...and see if the jerkiness goes away.
> >
> >Also, could you try this:
> >
> >set MACH64_USE_DMA back to zero in mach64_drv.h, then change line
>
>
>Try setting MACH64_VERBOSE back to zero in mach64_drv.h:
>
>#define MACH64_VERBOSE 0
>
>...and see if the jerkiness goes away.
>
>Also, could you try this:
>
>set MACH64_USE_DMA back to zero in mach64_drv.h, then change line 539 of
>mach64_state.c from:
>
>if ( mach64_do_wait_for_fi
On 2002.04.29 16:14 Sergey V. Udaltsov wrote:
> Actually, Leif is right. DRI really works on 1024x768 but... very slow
> (thanks to PIO?). My Rage Mobility cannot run Counter-Strike properly
> (the game is unplayable in this mode). In 800x600 it is quite OK. Sure,
> I mean good old branch 0-0-3...
On 2002.04.29 19:30 Peter Andersson wrote:
> ...
> It works!!! This is so cool :-) . I can run glxgears without a computer
Great!
> crash or hang. It runs a bit jerky though, the gears spin for about a
> second then the computer hangs for a second then the gears start
> spinning again for a s
On Mon, 29 Apr 2002, Peter Andersson wrote:
> >>One thing that we can do to check that is in
> >>xc/programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/mach64_drv.h
> >>enable DMA my making
> >>
> >>#define MACH64_USE_DMA 1
> >>
> >>#define MACH64_VERBOSE 1
> >>
>
Actually, Leif is right. DRI really works on 1024x768 but... very slow
(thanks to PIO?). My Rage Mobility cannot run Counter-Strike properly
(the game is unplayable in this mode). In 800x600 it is quite OK. Sure,
I mean good old branch 0-0-3...
> Waiting for 0-0-4 binary snapshots,
Sergey
>
>
>>One thing that we can do to check that is in
>>xc/programs/Xserver/hw/xfree86/os-support/linux/drm/kernel/mach64_drv.h
>>enable DMA my making
>>
>> #define MACH64_USE_DMA 1
>>
>> #define MACH64_VERBOSE 1
>>
>>and redirect /proc/kmsg to a file.
>>
It works!!! T
On Mon, 29 Apr 2002, José Fonseca wrote:
> On 2002.04.29 15:37 Peter Andersson wrote:
> > I did as you asked and commented out the line:
> >
> > drmMach64FlushVertexBuffer( fd, prim, buffer->idx, buffer->used, 1 );
> >
> > in xc/lib/GL/mesa/src/drv/mach64/mach64_ioctl.c
> >
> > And as you pred
On Mon, Apr 29, 2002 at 10:05:33AM -0600, Jens Owen wrote:
> Doesn't sound like it's necessary. However, I would avoid spelling out
> "No Single Buffer Visual" in a feature checklist if that functionality
> is indeed present. The first thing I thought of when I saw this was "is
> front buffer re
On 2002.04.29 15:37 Peter Andersson wrote:
> I did as you asked and commented out the line:
>
> drmMach64FlushVertexBuffer( fd, prim, buffer->idx, buffer->used, 1 );
>
> in xc/lib/GL/mesa/src/drv/mach64/mach64_ioctl.c
>
> And as you predicted i got the error message:
>
> "Error: Could not get
Brian Paul wrote:
>
> Michael wrote:
> >
> > On Mon, Apr 29, 2002 at 12:53:15AM -0600, Jens Owen wrote:
> > > Is there any compelling reason to report single buffer visuals?
> >
> > Dunno, you tell me ;o)
> >
> > Here's how I noticed, some of the Mesa demos use single buffer (or
> > either as an
I did as you asked and commented out the line:
drmMach64FlushVertexBuffer( fd, prim, buffer->idx, buffer->used, 1 );
in xc/lib/GL/mesa/src/drv/mach64/mach64_ioctl.c
And as you predicted i got the error message:
"Error: Could not get new VB... exiting",
Peter
_
Michael wrote:
>
> On Mon, Apr 29, 2002 at 12:53:15AM -0600, Jens Owen wrote:
> > Is there any compelling reason to report single buffer visuals?
>
> Dunno, you tell me ;o)
>
> Here's how I noticed, some of the Mesa demos use single buffer (or
> either as an option). The existing (commented out
On Mon, Apr 29, 2002 at 12:53:15AM -0600, Jens Owen wrote:
> Is there any compelling reason to report single buffer visuals?
Dunno, you tell me ;o)
Here's how I noticed, some of the Mesa demos use single buffer (or
either as an option). The existing (commented out) page flipping code
checks for
On 2002.04.29 02:01 Peter Andersson wrote:
>> mmm.. don't see why it didn't work. Well, from a ssh session do:
>>
>> export DISPLAY=:0.0
>> DRI_MACH64_DEBUG=sync,api,msg,ioctl glxgears
>
>
> Here is the output from the telnet session. Unfortunatley my telnet
> client doesn´t have any scrollbar
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