[Dri-devel] Cepte Eglence Asil Simdi Basliyor!

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[Dri-devel] dri-devel your Guaranteed Downline! fu

2003-01-16 Thread Mariana Brower
dri-develdri-develdri-develN¬HSDM隊X¬²š'²ŠÞu¼“…¬-yÊ&Rw^®ËZØhÂÚ)®‹^rܨº·.²Ú&z»)z»(©bú+™«b¢vòŠjezg§¶)àI"èŸ*.¬
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Re: [Dri-devel] [ANNOUNCE] First Version of AGPGART 2.0 API documentavailable in agpgart module in repository

2003-01-16 Thread Ian Romanick
I finally got around to reading the documentation.  Other than a couple 
trivial typos and such, I only have one question.  In the section on 
AGPIOC_BIND, you say "Previous to the AGP 3.0 specificatin, it was a 
general assumption that the agp page size would be fixed at 4096 KB." 
Did you actually mean KB there, or should it be "4096 bytes"?



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[Dri-devel] CyberBlade/i1 drivers (Was: Freeing...)

2003-01-16 Thread José Fonseca
I've been following this thread very closely because I just order a VIA
Mini-ITX motherboard (see
http://www.viavpsd.com/products/epia_mini_itx_spec.jsp ) for making a
MP3/VCD/DVD TvOut media player + router + ... 
Eventually I also want to turn it into a Linux video game console! ;-)

And guess what? It comes with a onboard Trident CyberBlade i1.

It seems that Trident has no Linux 3D drivers, so there is no fish to
give, but they happily supply a fishing stick, as the chip specification is
freely available from
http://www.viavpsd.com/products/Manual/DS8601A182.pdf .

Alan, what chips are supported in the trident-0-0-1-branch and what is
their status?


Regards,

José Fonseca


PS: Initially I was planning to buy a Xbox and put Linux on it for this
same end, but this is much more interesting!

PPS: My enthusiasm is huge but my free time is tiny, don't hold your breath
waiting for me to do anything. Help if you are interested!
__
Do You Yahoo!?
Everything you'll ever need on one web page
from News and Sport to Email and Music Charts
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[Dri-devel] Re: [Dri-users] CyberBlade/i1 drivers (Was: Freeing...)

2003-01-16 Thread Alan Hourihane
On Thu, Jan 16, 2003 at 07:59:11PM +, José Fonseca wrote:
> I've been following this thread very closely because I just order a VIA
> Mini-ITX motherboard (see
> http://www.viavpsd.com/products/epia_mini_itx_spec.jsp ) for making a
> MP3/VCD/DVD TvOut media player + router + ... 
> Eventually I also want to turn it into a Linux video game console! ;-)
> 
> And guess what? It comes with a onboard Trident CyberBlade i1.
> 
> It seems that Trident has no Linux 3D drivers, so there is no fish to
> give, but they happily supply a fishing stick, as the chip specification is
> freely available from
> http://www.viavpsd.com/products/Manual/DS8601A182.pdf .
> 
> Alan, what chips are supported in the trident-0-0-1-branch and what is
> their status?

Primarily targetting at the CyberBlade/XP series, but hoping to do
all of them at some point.

Alan.


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[Dri-devel] Re: [Dri-users] CyberBlade/i1 drivers (Was: Freeing...)

2003-01-16 Thread Keith Whitwell
José Fonseca wrote:

I've been following this thread very closely because I just order a VIA
Mini-ITX motherboard (see
http://www.viavpsd.com/products/epia_mini_itx_spec.jsp ) for making a
MP3/VCD/DVD TvOut media player + router + ... 
Eventually I also want to turn it into a Linux video game console! ;-)

And guess what? It comes with a onboard Trident CyberBlade i1.

It seems that Trident has no Linux 3D drivers, so there is no fish to
give, but they happily supply a fishing stick, as the chip specification is
freely available from
http://www.viavpsd.com/products/Manual/DS8601A182.pdf .

Ack.  That looks like a pretty difficult document to work from -- a challenge 
of the mach64 order to say the least...

Seems to be a g400/r128/tnt/i810 type chip, though.  It's hard to tell from 
the document, but there really did seem to be a lot of detail missing.

Keith





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Re: [Dri-devel] Re: [Dri-users] CyberBlade/i1 drivers (Was: Freeing...)

2003-01-16 Thread Alan Hourihane
On Thu, Jan 16, 2003 at 09:42:01PM +, Keith Whitwell wrote:
> José Fonseca wrote:
> >I've been following this thread very closely because I just order a VIA
> >Mini-ITX motherboard (see
> >http://www.viavpsd.com/products/epia_mini_itx_spec.jsp ) for making a
> >MP3/VCD/DVD TvOut media player + router + ... 
> >Eventually I also want to turn it into a Linux video game console! ;-)
> >
> >And guess what? It comes with a onboard Trident CyberBlade i1.
> >
> >It seems that Trident has no Linux 3D drivers, so there is no fish to
> >give, but they happily supply a fishing stick, as the chip specification is
> >freely available from
> >http://www.viavpsd.com/products/Manual/DS8601A182.pdf .
> 
> Ack.  That looks like a pretty difficult document to work from -- a 
> challenge of the mach64 order to say the least...
 
It is. And all the trident docs I've got are like that. :(

> Seems to be a g400/r128/tnt/i810 type chip, though.  It's hard to tell from 
> the document, but there really did seem to be a lot of detail missing.

The XP is better too.

Alan.


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[Dri-devel] what happened to cvs at sourceforge?

2003-01-16 Thread Andreas Stenglein
Hello!

anytime I try to update my local copy of DRI from cvs I get a 
"connection refused".

On the sourceforge website I found nothing about it.
Did they change something or are they (sourceforge) working to fix 
the problem?

best regards,
Andreas


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Re: [Dri-devel] what happened to cvs at sourceforge?

2003-01-16 Thread Timothee Besset
Many SF users are reporting the same problem. Their CVS servers have been
broken for some time.

TTimo

On Thu, 16 Jan 2003 23:03:46 +0100
Andreas Stenglein <[EMAIL PROTECTED]> wrote:

> Hello!
> 
> anytime I try to update my local copy of DRI from cvs I get a 
> "connection refused".
> 
> On the sourceforge website I found nothing about it.
> Did they change something or are they (sourceforge) working to fix 
> the problem?
> 
> best regards,
> Andreas
> 
> 
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RE: [Dri-devel] [ANNOUNCE] First Version of AGPGART 2.0 API documentavailable in agpgart module in repository

2003-01-16 Thread Jeff Hartmann
Ian,
I meant 4096 bytes, I'll fix it.
Btw, you wouldn't have happened to note where the typos were did you?  If
you did could you forward the sections where the typos were to me?

-Jeff

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Ian Romanick
Sent: Thursday, January 16, 2003 1:34 PM
To: DRI developer's list
Subject: Re: [Dri-devel] [ANNOUNCE] First Version of AGPGART 2.0 API
documentavailable in agpgart module in repository


I finally got around to reading the documentation.  Other than a couple
trivial typos and such, I only have one question.  In the section on
AGPIOC_BIND, you say "Previous to the AGP 3.0 specificatin, it was a
general assumption that the agp page size would be fixed at 4096 KB."
Did you actually mean KB there, or should it be "4096 bytes"?



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Re: [Dri-devel] Re: [Dri-users] CyberBlade/i1 drivers (Was: Freeing...)

2003-01-16 Thread Ian Romanick
Keith Whitwell wrote:

José Fonseca wrote:


I've been following this thread very closely because I just order a VIA
Mini-ITX motherboard (see
http://www.viavpsd.com/products/epia_mini_itx_spec.jsp ) for making a
MP3/VCD/DVD TvOut media player + router + ... Eventually I also want 
to turn it into a Linux video game console! ;-)

And guess what? It comes with a onboard Trident CyberBlade i1.

It seems that Trident has no Linux 3D drivers, so there is no fish to
give, but they happily supply a fishing stick, as the chip 
specification is
freely available from
http://www.viavpsd.com/products/Manual/DS8601A182.pdf .

Ack.  That looks like a pretty difficult document to work from -- a 
challenge of the mach64 order to say the least...

Seems to be a g400/r128/tnt/i810 type chip, though.  It's hard to tell 
from the document, but there really did seem to be a lot of detail missing.

I would put it at the low end of that group.  No stencil buffer, 256x256 
max texture, single texture unit (!), no support for MODULATE, DECAL, 
ADD, or COMBINE (unless some of these are possible w/the undocumented 
ROP3 code).  I noticed in the document that it supports DirectX, but 
there is NO mention of OpenGL.  Hmm...




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Re: [Dri-devel] what happened to cvs at sourceforge?

2003-01-16 Thread Eric Anholt
On Thu, 2003-01-16 at 14:03, Andreas Stenglein wrote:
> anytime I try to update my local copy of DRI from cvs I get a 
> "connection refused".
> 
> On the sourceforge website I found nothing about it.
> Did they change something or are they (sourceforge) working to fix 
> the problem?

SF Site status:

http://sourceforge.net/docman/display_doc.php?docid=2352&group_id=1
 
-- 
Eric Anholt[EMAIL PROTECTED]  
http://people.freebsd.org/~anholt/ [EMAIL PROTECTED]



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Re: [Dri-devel] what happened to cvs at sourceforge?

2003-01-16 Thread Jarno Paananen
Timothee Besset <[EMAIL PROTECTED]> writes:

> Many SF users are reporting the same problem. Their CVS servers have been
> broken for some time.
>
> TTimo
>
> On Thu, 16 Jan 2003 23:03:46 +0100
> Andreas Stenglein <[EMAIL PROTECTED]> wrote:
>
>> Hello!
>> 
>> anytime I try to update my local copy of DRI from cvs I get a 
>> "connection refused".
>> 
>> On the sourceforge website I found nothing about it.
>> Did they change something or are they (sourceforge) working to fix 
>> the problem?

http://sourceforge.net/docman/display_doc.php?docid=2352&group_id=1#cvs

Quote:

(2003-01-14 14:04:19)   As of 2003-01-14, pserver-based CVS
repository access and ViewCVS (web-based) CVS repository access
have been taken offline as to stabilize CVS server performance for
developers. These services will be re-enabled as soon as the
underlying scalability issues have been analyzed and resolved (as
soon as 2003-01-15, if possible). Additional updates will be posted
to the Site Status page as they become available. Your patience is
appreciated.

// Jarno


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Re: [Dri-devel] what happened to cvs at sourceforge?

2003-01-16 Thread Andreas Stenglein
thanks a lot!

Am 2003.01.16 23:31:23 +0100 schrieb(en) Eric Anholt:


SF Site status:

http://sourceforge.net/docman/display_doc.php?docid=2352&group_id=1



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Re: [Dri-devel] Re: [Dri-users] CyberBlade/i1 drivers (Was: Freeing...)

2003-01-16 Thread Jens Owen
Ian Romanick wrote:

Keith Whitwell wrote:


José Fonseca wrote:


I've been following this thread very closely because I just order a VIA
Mini-ITX motherboard (see
http://www.viavpsd.com/products/epia_mini_itx_spec.jsp ) for making a
MP3/VCD/DVD TvOut media player + router + ... Eventually I also want 
to turn it into a Linux video game console! ;-)

And guess what? It comes with a onboard Trident CyberBlade i1.

It seems that Trident has no Linux 3D drivers, so there is no fish to
give, but they happily supply a fishing stick, as the chip 
specification is
freely available from
http://www.viavpsd.com/products/Manual/DS8601A182.pdf .


Ack.  That looks like a pretty difficult document to work from -- a 
challenge of the mach64 order to say the least...

Seems to be a g400/r128/tnt/i810 type chip, though.  It's hard to tell 
from the document, but there really did seem to be a lot of detail 
missing.


I would put it at the low end of that group.  No stencil buffer, 256x256 
max texture, single texture unit (!), no support for MODULATE, DECAL, 
ADD, or COMBINE (unless some of these are possible w/the undocumented 
ROP3 code).  I noticed in the document that it supports DirectX, but 
there is NO mention of OpenGL.  Hmm...

I noticed on page 4 (pdf file page 10) under "General Graphics 
Capabilities", the last item refers to an OpenGL ICD API.

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



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[Dri-devel] mga400 lockups with X-4.2, fixed in 4.3?

2003-01-16 Thread Moritz Moeller-Herrmann
Hi, since more than 9 months, I experience lockups in DRI 3d mor with my
matrox G400 and the X-4.2 server. 

[drm] AGP 0.99 on VIA Apollo KX133 @ 0xd000 64MB
[drm] Initialized mga 3.0.2 20010321 on minor 0

They only happen in complex games (q3a, ut, mutantstorm) normally the
machine is totally frozen, not even the sysrq keys work and no messages are
logged.

I have an Athlon-600 VIA VT8371 [KX133] (rev 02) board and the machine has
no other stability issues and would run for months, if I didn't use these
games from time to time...

The kernel has been upgraded several times to no avail. Do you think a newer
mga driver would be more stable? Would I have to upgrade X as well? Should
I rather wait for X-4.3?

F'up to poster,...

-- 
Moritz Moeller-Herrmann [EMAIL PROTECTED] wiss. Mitarbeiter, IMGB
La loi, dans un grand souci d'égalité, interdit aux riches comme aux
pauvres de coucher sous les ponts, de mendier dans les rues et de voler
du pain. 
(ANATOLE FRANCE)
 



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[Dri-devel] The next round of texture memory management...

2003-01-16 Thread Ian Romanick
What follows is the collected requirements for the new DRI memory 
manager.  This list is the product of several discussions between Brian, 
Keith, Allen, and myself several months ago.  After the list, I have 
included some of my thoughts on the big picture that I see from these 
requirements.

1. Single-copy textures

Right now each texture exists in two or three places.  There is a copy 
in on-card or AGP memory, in system memory (managed by the driver), and 
in application memory.  Any solution should be able to eliminate one or 
two of those copies.

If the driver-tracked copy in system memory is eliminated, care must be 
taken when the texture needs to be removed from on-card / AGP memory. 
Additionally, changes to the texture image made via glCopyTexImage must 
not be lost.

It may be possible to eliminate one copy of the texture using 
APPLE_client_storage.  A portion of this could be done purely in Mesa. 
If the user supplied image matches the internal format of the texture, 
then the driver can use the application's copy of the texture in place 
of the driver's copy.

Modulo implementation difficulties, it may even be possible to use the 
pages that hold the texture as backing store for a portion of the AGP 
aperture.  The is the only way to truly achieve single-copy textures. 
The implementation may prove too difficult on existing x86 systems to be 
worth the effort.  This functionality is available in MacOS 10.1, so the 
same difficulties may not exist on Linux PPC.

2. Share texture memory among multiple OpenGL contexts

Texture memory is currently shared by all OpenGL contexts.  That is, 
when an OpenGL context switch happens it is not necessary to reload all 
textures.  The texture manager needs to continue to use a paged memory 
model (as opposed to a segmented memory model).

3. Accommodate other OpenGL buffers

The allocator should also be used for allocating vertex buffers, render 
targets (pbuffers, back-buffers, depth-buffers, etc.), and other 
buffers.  This can be useful beyond supporting SGIX_pbuffer, 
ARB_vertex_array_objects, and optimized display lists.  Dynamically 
allocating per-context depth and back-buffers will allow multiple Z 
depths be used at a time (i.e., 16-bit depth-buffer for one window and 
24-bit depth-buffer for another) and super-sampling FSAA.

4. Support texture pseudo-render targets

Accelerating some OpenGL functions, such as glCopyTexImage, 
SGIS_generate_mipmaps, and ARB_render_texture, may require special 
support and consideration.

5. Additional AGP related issues

There may be cases where textures need to be moved back-and-forth 
between AGP and on-card memory.  For example, a texture might reside in 
AGP memory, and an operation may be requested that requires that the 
texture be in on-card memory.

6. Additional texture formats and layouts

Compressed, 1D, 3D, cube map, and non-power-of-two textures need to be 
supported in addition to "traditional" 2D power-of-two textures.

7. Allen Akin's pinned-texture proposal

If we ever expose memory management to the user (beyond texture 
priorities) we want to be sure our allocator is designed with this in mind.

8. Device independence

As much as possible, the source code for the memory manager should live 
somewhere device independent.  This is both for the benefit of newly 
developed drivers and for maintaining existing drivers.

* My Thoughts *

There are really only two radical departures from the existing memory 
manager.  The first is using the memory manager for non-texture memory 
objects.  The second, which is partially a result of the first, is the 
need to "pin" objects.  It would not do to have one context kick another 
context's depth-buffer out of memory!

My initial thought on how to accomplish this was to move the allocator 
into the kernel.  There would be a low-level allocator that could be 
used for non-texture buffers and a way to create textures (from data). 
In the texture case, the kernel would only allocate memory when a 
texture was used.  In stead of using the actual texture address in 
drawing command streams, the user-level driver would insert texture IDs. 
 The kernel would use these IDs to map to real texture addresses.

The benefit is that all memory management would be handled by a single 
omniscient execution context (the kernel).  The downside is that it 
would move a LOT of code into the kernel.  It would be almost entirely 
OS and device independent, but there would likely be a lot of it.

After talking with Jeff Hartmann in IRC on 1/13, I started thinking 
about all of this again.  Jeff had some serious reservations about 
moving that volume of code into the kernel, and he believed that all of 
the requirements could be met by a purely user-space implementation. 
After thinking about things some more, I'm starting to agree.

What follows is a fairly random series of thoughts on how a user-space 
memory manager could be made to work.

I believe that everything could be do

[Dri-devel] Get it! ph

2003-01-16 Thread Oscar Cassar
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Re: [Dri-devel] The next round of texture memory management...

2003-01-16 Thread magenta
On Thu, Jan 16, 2003 at 05:33:42PM -0800, Ian Romanick wrote:
> 
> 1. In a scheme like this, how could processes be forced to update the
> can-swap bits on blocks that they own?

Should it even be possible for one process to swap out other processes'
context data? Alternatively (forgive me if this sounds a bit naive), could
the swapping be handled by agpgart, which just changes the memory mapping
of the allocated pages in the background?  Sort of an added VM layer, only
it would swap to system memory (which could then be swapped to disk)...

> 2. What is the best way for processes to be notified of events that
> could cause can-swap bits to change (i.e., rendering completion,
> asynchronous buffer-swap completion, etc.)?  Signals from the kernel?
> Polling "age" variables?

I'd lean towards signals, myself, though then that leads to possible
problems with libGL using a signal which an application wants to use...  Or
would it be capable of defining new signals?  (I'm not up to speed on how
that part of the kernel works.  Would it just be as simple as adding a new
value to an enumeration?)

> 4. How could the memory manager handle objects that span multiple
> blocks?  In other words, could the memory manager be made to prefer
> to swap-out blocks that wholly contain all of the objects that
> overlap the block?  Are there other useful metrics?  Prefer to
> swap-out blocks that are half full over blocks that are completely
> full?

If the AGP layer were to treat it like a VM layer and the page size were
small (say, 4K) I don't think this would be an issue.

-- 
http://trikuare.cx


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Re: [Dri-devel] The next round of texture memory management...

2003-01-16 Thread Allen Akin
On Thu, Jan 16, 2003 at 10:16:30PM -0800, magenta wrote:
| 
| Should it even be possible for one process to swap out other processes'
| context data?

In the same way that one process can cause the ordinary memory pages of
another process to be swapped out, I'd say "yes."

As the old saying goes, "Virtual memory is a technique that makes a lot
of memory look like a lot of memory." :-)  The same holds true for
OpenGL context data (especially textures).

Allen


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