Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-04 Thread Raystonn
> Yes - and yet they still have horrible problems every time you have > a conditional branch instruction. That's because they are trying Not really. The Pentium 4 has a very efficient branch prediction unit. Most of the time it guesses the correct branch to take. When the actual branch is comp

Re: [Dri-devel] Mach64 PCI

2002-04-04 Thread Leif Delgass
On Fri, 5 Apr 2002, José Fonseca wrote: > On 2002.04.04 18:47 Tony Rogvall wrote: > > "José Fonseca" wrote: > > > > > On 2002.04.04 11:46 Tony Rogvall wrote: > > > > ... > > > > > > > > Found it, I assumed it was a printk and removed DRM_INFO voila it > > started > > > > without > > > > a crash.

Re: [Dri-devel] What about a trunk update to 4.0.2?

2002-04-04 Thread Dieter Nützel
On Wednesday, March 2002-04-03 22:05:47, Brian Paul wrote: > -- Dieter N=FCtzel wrote: > >=20 > > One more: > > Brian, is the latest Mesa-4.0.2 stuff already merged? > > The trunk is has the latest 4.0.2 code now. Sorry Brian, but after your update the tdfx driver (V5) sigfaults during the "texd

[Dri-devel] Rage Mobility

2002-04-04 Thread Kaz Sasayama
I'm new to this list and have a machine with Rage Mobility-M PCI. Is there anything I can help for DRI development? -- "Free software is not for free." Kaz Sasayama <[EMAIL PROTECTED]>; Screen Name: kazssym Hyper Linux Systems (Hypercore Software Design, Ltd.) http://www.hypercore.co.jp/>

Re: [Dri-devel] Mach64 PCI

2002-04-04 Thread José Fonseca
On 2002.04.04 18:47 Tony Rogvall wrote: > "José Fonseca" wrote: > > > On 2002.04.04 11:46 Tony Rogvall wrote: > > > ... > > > > > > Found it, I assumed it was a printk and removed DRM_INFO voila it > started > > > without > > > a crash. In mach64_dma there is code for printing AGP_BASE !! Just >

Re: [Dri-devel] Rendering problems in q3tourney4 w/Radeon TCL

2002-04-04 Thread Brian Paul
Keith Whitwell wrote: > > Michael wrote: > > > > On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote: > > > On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote: > > > > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote: > > > > > Not sure if that's related, but Q3 shade

Re: [Dri-devel] Mach64 PCI

2002-04-04 Thread Tony Rogvall
"José Fonseca" wrote: > On 2002.04.04 11:46 Tony Rogvall wrote: > > ... > > > > Found it, I assumed it was a printk and removed DRM_INFO voila it started > > without > > a crash. In mach64_dma there is code for printing AGP_BASE !! Just put > > some > > __REALLY_HAVE_AGP around it. > > > > __REAL

Re: [Dri-devel] Rendering problems in q3tourney4 w/Radeon TCL

2002-04-04 Thread Keith Whitwell
Michael wrote: > > On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote: > > On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote: > > > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote: > > > > Not sure if that's related, but Q3 shaders don't do any bump mapping. > > >

Re: [Dri-devel] Rendering problems in q3tourney4 w/Radeon TCL

2002-04-04 Thread Michael
On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote: > On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote: > > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote: > > > Not sure if that's related, but Q3 shaders don't do any bump mapping. > > > > > > TTimo > > > > Hrm.

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-04 Thread Stephen J Baker
On Tue, 2 Apr 2002, Raystonn wrote: > > That is far from the truth - they have internal pipelining > > and parallelism. Their use of silicon can be optimised to balance > > the performance of just one single algorithm. You can never do that > > for a machine that also has to run an OS, word pro

Re: [Dri-devel] Re: [Mesa3d-dev] Mesa software blending

2002-04-04 Thread Brian Paul
"Marcelo E. Magallon" wrote: > > >> Brian Paul <[EMAIL PROTECTED]> writes: > > > to a simple integer divide. > > That's the point. You are comparing it with a truncated result. I'm > comparing it with x/255 computed in floating point and rounded up. > > > int d0 = i / 255; > > ch

[Dri-devel] Re: [Mesa3d-dev] Mesa software blending

2002-04-04 Thread Stephen J Baker
On Wed, 3 Apr 2002, Marcelo E. Magallon wrote: > [are the mailing lists having hiccups? I sent something yesterday and it > didn't show up] I had reports of hiccups and dropped mail on a couple of other sourceforge mailing lists - so it's very possible that they had some kind of system SNAFU. -

[Dri-devel] Re: [Mesa3d-dev] Re: CPU vs. GPU & bandwidths (was: Mesa softwareblending)

2002-04-04 Thread Stephen J Baker
On Wed, 3 Apr 2002, Raystonn wrote: > A GeForce 3 produces about 88 million triangles/second maximum. Now take a > 3GHz Pentium 4, just a few months down the road. So you are comparing a 2 generations old GPU with a CPU that won't exist until the GPU's have cycled through at least one more gene

Re: [Dri-devel] Mesa software blending

2002-04-04 Thread Sergey V. Udaltsov
> > Does 4 do pixel-based fog? > yep. So in some cases it is much slower than 3, isn't it? > It's because they are quite similar operations so they use the same chip > logic. In fact you have a bit to choose wether you want alpha or fog. It's > was design option. So they did not want to have tw

Re: [Dri-devel] Mesa software blending

2002-04-04 Thread José Fonseca
On 2002.04.04 09:44 Sergey V. Udaltsov wrote: > > But the OpenGL spec says that the fog color is calculated on a _pixel_ > > basis and not on a _vertex_ basis. Indeed the result is different, > > especially in long polygons that span from the front way to the back. > Does 4 do pixel-based fog? >

Re: [Dri-devel] Mach64 PCI

2002-04-04 Thread José Fonseca
On 2002.04.04 11:46 Tony Rogvall wrote: > ... > > Found it, I assumed it was a printk and removed DRM_INFO voila it started > without > a crash. In mach64_dma there is code for printing AGP_BASE !! Just put > some > __REALLY_HAVE_AGP around it. > __REALLY_HAVE_AGP is a constant macro. It must b

Re: [Dri-devel] Mesa software blending

2002-04-04 Thread José Fonseca
On 2002.04.04 09:08 Keith Whitwell wrote: > On Thu, 4 Apr 2002 01:56:22 +0100 > José Fonseca <[EMAIL PROTECTED]> wrote: > > > ... > > > the further away is the vertex more its color is nearer to the fog > > background color. Since the colors are interpolated in the triangle > this > > gave the i

Re: [Dri-devel] Mach64 PCI

2002-04-04 Thread Tony Rogvall
Tony Rogvall wrote: > Thomas Kunze wrote: > > > On Saturday 23 March 2002 04:31, you wrote: > > > Tony, > > > > > > I've just commited a simple change to remove the AGP requirement in the > > > mach64-0-0-3-branch, as suggested by Michel. This is rather preliminary > > > and I'm not sure if it's

[Dri-devel] Re: Header file cleanup

2002-04-04 Thread Jens Owen
Alan Hourihane wrote: > > On Tue, Apr 02, 2002 at 07:49:59 -0700, Jens Owen wrote: > > Alan, > > > > I've committed a slew of header file changes. Mostly, I've seperated > > any device dependencies from drm.h and the automatic include of all the > > _drm.h files. This results in a drm.h which d

Re: [Dri-devel] Mesa software blending

2002-04-04 Thread Sergey V. Udaltsov
> But the OpenGL spec says that the fog color is calculated on a _pixel_ > basis and not on a _vertex_ basis. Indeed the result is different, > especially in long polygons that span from the front way to the back. Does 4 do pixel-based fog? > Mach64 is able to do the fog properly, i.e., on a pi

[Dri-devel] Re: [Mesa3d-dev] Mesa software blending

2002-04-04 Thread Marcelo E. Magallon
>> Brian Paul <[EMAIL PROTECTED]> writes: > to a simple integer divide. That's the point. You are comparing it with a truncated result. I'm comparing it with x/255 computed in floating point and rounded up. > int d0 = i / 255; change that to (int)((float)i / 255. + 0.5) -- Marce

Re: [Dri-devel] Rendering problems in q3tourney4 w/Radeon TCL

2002-04-04 Thread Michael
On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote: > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote: > > Not sure if that's related, but Q3 shaders don't do any bump mapping. > > > > TTimo > > Hrm..ok, so then it's not the bumpmaps that are missing. :) In any case, >