Re: unresolved symbol pci_get_subsys and pci_dev_put

2004-05-15 Thread Jon Smirl
Dave has made some recent changes to DRM that are 2.6 in CVS. He is planning to back port to 2.4 real soon now. --- Sérgio Monteiro Basto <[EMAIL PROTECTED]> wrote: > Jut get CVS updated and now can't insert savage.o > > Using /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o > /lib/modules/2

unresolved symbol pci_get_subsys and pci_dev_put

2004-05-15 Thread Sérgio Monteiro Basto
Jut get CVS updated and now can't insert savage.o Using /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o: unresolved symbol pci_get_subsys /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o: unresolved symbol pci_dev_put I only find pci_g

R300 3d driver webpage

2004-05-15 Thread Vladimir Dergachev
I have put up a webpage describing my progress in hacking R300 3d engine at: http://volodya-project.sf.net/R300.php Comments and suggestions are appreciated :) (This includes new items for my TODO list). best Vladimir Dergachev ---

Re: savage texture compression - REALLY CLOSE

2004-05-15 Thread Felix Kühling
On Sat, 15 May 2004 13:30:16 -0700 "Mark Cass" <[EMAIL PROTECTED]> wrote: > Felix, > > i think the texture formats you are talking about are the ones enumerated in > savage_bci.h . i tried all of them. I was talking about the parameters that are used by the tiling functions for various texture f

Getting a DRM "right" from the start

2004-05-15 Thread Felix Kühling
Hi, I'm using a few spare hours to get started working on the Savage DRM driver. I'm going to have to rewrite it from scratch. The current sarea definition is essentially copied from the MGA driver and the only 3 driver-specific ioctls are not (and probably won't be) used by the current 2D/3D driv

Re: savage texture compression - REALLY CLOSE

2004-05-15 Thread Mark Cass
Felix, i think the texture formats you are talking about are the ones enumerated in savage_bci.h . i tried all of them. NEWS BULLETIN: i set the textBytes to 4 and i now have the correct colors. i think this works because each texel block (4x4 texels) in a DXT3 or DTX5 is compressed to a four byt

Missing Fonts

2004-05-15 Thread Garry Reisky
I seem to be missing fonts in one of my 3d games (tribes2). http://www.terraform.ca/missingfonts1.png . I have tried latest r200 snapshots and they seem to produce this result. I'm using X.org release 6.7. I have also compiled dri/drm/mesa cvs and I get the same result. I've tried several com

Re: savage texture compression - REALLY CLOSE

2004-05-15 Thread Alex Deucher
there is also an s3tc width field in the tiled surface regs (0x48c40, etc.). you may need to mess with that. Alex --- Felix Kühling <[EMAIL PROTECTED]> wrote: > Hi Mark, > > Your description of the problems sounds like the tiling code does the > right thing. However, in the driver there were ori

Re: savage texture compression - REALLY CLOSE

2004-05-15 Thread Felix Kühling
Hi Mark, Your description of the problems sounds like the tiling code does the right thing. However, in the driver there were originally some constants for 4bit per pixel texture formats. I thought they were for compressed texture formats. For example one of the texture formats is named TFT_S3TC4B

Re: [Mesa3d-dev] Re: [Linux-fbdev-devel] Redesign of kernel graphics interface

2004-05-15 Thread Ville Syrjälä
On Sat, May 15, 2004 at 09:27:34AM +0200, Holger Waechtler wrote: > Ville Syrjälä wrote: > >On Fri, May 14, 2004 at 11:40:04AM -0700, Jon Smirl wrote: > > > >>Does DirectFB work on anything beside Matrox now? > > > > > >It works on any card with a working fbdev driver (vga16fb excluded). > >Hardwa