well... a few intersting odds and ends... talk about a frustrating day!

memory management:  S3's whole memory management scheme is broken.  it
does no checking of available memory.  it just assumes there will be
enough for front, back, depth, and textures.  first texture space gets
assigned, then depth, then back. in theory, the the back or depth
buffer could cut into the front buffer if there isn't enough room. 
that may be what Felix was seeing at 1280x1024. it shouldn't be too
hard to put some checks in to fix this up a bit.

2D: do to a bug in S3's code, 2D accel was never enabled when the DRI
was active.  I've managed to get 2D accel working again.  one question
I have, I assume xf86InitFBManager() should only manage memory for 2D
stuff?  Otherwise it would conflict with the back, depth, and texture
buffers, right? what I did to fix 2D accel it was to assign it whatever
was left after textures, back, and depth buffers had been allocated.

COB: I changed the cob setup to Tim's method.  according to his
comments, the COB must end on a 4MB boundry.  Tim had the cob as the
last thing in memory and then the HWcursor right before it.  S3 had it
the other way around.  From what I can see in testing either way seems
to work...I'm not sure which is right. maybe it doesn't matter.

DDC: I fixed a stupid bug in the i2c code and now DDC should work
again.

#includes: I think I sorted out the include mess. seems saner now.  I
modeled it after radeon.

Still no luck on the console corruption...

Once I get this cleaned up I'll commit it.

Alex


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