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From: Brian P. <br...@va...> - 2000-09-07 22:51:11
|
The mesa3d.org domain name now points to the mesa3d.sourceforge.net website. I think I've updated all the links and URLs appropriately but if anyone finds a problem, let me know. -Brian |
From: <pk...@ed...> - 2000-09-07 18:28:53
|
On Thu, 7 Sep 2000, Marcelo E. Magallon wrote: > a colleague here has written a benchmarking system for OpenGL which > I think is of interest to people doing development work for these > projects as well as their respective users. > Seemed to crash my box nicely again :) Fscks.. (G400 and dri) - Pasi Kärkkäinen ^ . . Linux / - \ Choice.of.the .Next.Generation. |
From: Marcelo E. M. <mar...@bi...> - 2000-09-07 15:48:58
|
Hi, a colleague here has written a benchmarking system for OpenGL which I think is of interest to people doing development work for these projects as well as their respective users. Currently there are results available for several NVidia cards (some of them using old versions of utah-glx, some of them using the Linux drivers from NVidia, some of them using Windows drivers) as well as some SGI hardware. I'm sure Matthias would appreciate results for other configurations (I personally would love to see results for non NVidia hardware, I have to give him the results for my own G400) The homepage is http://wwwvis.informatik.uni-stuttgart.de/machtest/ and the sources (GPL) can be found there as well as binaries for some configurations. Just to tickle your curiosity, a partial results lists looks like: Log file IR2 Gfx card InfiniteReality2 Machtest Version 0.8 [3] / f-0.3 CPU and system info Onxy2 14x R10000 195MHz Basic vertex transformations /s 10.06M + pointarray /2 Fill rate, Flat Smooth, pixel/s 466.4M 466.4M Triangles /s 1.725M trimulti /2 Triangles, 64x stripped /s 5.078M Lit vertex transformations, 1 Light /s 4.63M pointarray /1 Lit vertex transformations, 5 Light /s 2.821M pointarray /1 Cheers, Marcelo |
From: Brian P. <br...@va...> - 2000-09-01 14:19:57
|
"Marcelo E. Magallon" wrote: > > >> Brian Paul <br...@va...> writes: > > > By popular demand I added the OSMesa feature into XFree86/DRI > > 4.0.1. [...] They share common dispatch code and coexist as > > expected (i.e. an app can use both interfaces at once). > > A naive question. OSMesa does off-screen *software-only* rendering, > right? Right. -Brian |
From: <ant...@wm...> - 2000-09-01 11:58:03
|
On Tue, 29 Aug 2000, Daniel Vogel wrote: > On Mon, Aug 28, 2000 at 02:35:49PM -0600, Brian Paul wrote: > > > > > yes, it works fine, but what I wonder is: how does fxMesa respond when > > > asked to set a 24bit zbuffer on a card that doesn't support it!? > > > > I think it's only reporting 24bits/z but really using 16. > > Why that? I would assume that either the fxMesa ignores the 24 and uses 16, or fails at 24, goes down to 16, and doesn't report 16? But I think Brian should answer that, not me :) BTW, good job on all your guys' conversions/ports over there are Loki! (at least the ones' i have tried out) > -- > Daniel Vogel > Programmer > Loki Entertainment Software > |
From: Marcelo E. M. <mar...@bi...> - 2000-09-01 06:36:55
|
>> Brian Paul <br...@va...> writes: > By popular demand I added the OSMesa feature into XFree86/DRI > 4.0.1. [...] They share common dispatch code and coexist as > expected (i.e. an app can use both interfaces at once). A naive question. OSMesa does off-screen *software-only* rendering, right? Marcelo |
From: Brian P. <br...@va...> - 2000-08-31 15:58:34
|
Howard wrote: > > Brian Paul wrote: > > > The DRI architecture was originally targetted for Linux but was designed > > with portability in mind. It's been ported to FreeBSD now, for example. > > Porting to other flavors of Unix should be feasible. > > > > One thing people tend to overlook when talking about adding hardware > > 3D acceleration to a system is window system integration. It's > > actually rather complicated. Since the DRI was designed for XFree86, > > if you want hardware 3D for another window system you'll likely have > > to start from scratch. > > > > A short-cut to hardware 3D is to run without a window system > > (like the original Glide for Voodoo1/2 did). But then you're limited > > to full-screen apps and need some sort of replacement for GLX (thus > > requiring customized application code). > > > > Speaking of this, what is the status of the OSMesalib that you broke out a couple of > months ago? That is a major portability issue to us. If we are able to bind that to the > XFree86 libGL, and other board specific libGL's. we get the best of both worlds. Has > that been tar'd up anywhere or is it only in CVS? For those of you who haven't heard of this... The libGL included with XFree86/DRI is different from the libGL you have been using from the normal Mesa distribution. It's strictly a GLX-based libGL whereas the Mesa libGL can also have built-in interfaces of OSMesa, fxMesa, GGIMesa, SVGAMesa, etc. By popular demand I added the OSMesa feature into XFree86/DRI 4.0.1. It's a separate library named libOSMesa.so. An application can link with both -lGL and -lOSMesa and have both the GLX and OSMesa programming APIs. They share common dispatch code and coexist as expected (i.e. an app can use both interfaces at once). The outstanding problem is that one needs separate versions of the application to work with both stand-alone Mesa and XFree86/DRI since the later needs to be linked with the special libOSMesa.so library. I suppose dlopen() and dlsym() could be used to hide this problem but that's not ideal. Comments are welcome. libOSMesa.so is in XFree86 4.0.1 and the current DRI and XFree86 CVS trees. -Brian |
From: Andreas E. <eh...@ly...> - 2000-08-31 15:49:09
|
On Thu, Aug 31, 2000 at 07:16:51AM -0600, Brian Paul wrote: > One thing people tend to overlook when talking about adding hardware > 3D acceleration to a system is window system integration. It's > actually rather complicated. Since the DRI was designed for XFree86, > if you want hardware 3D for another window system you'll likely have > to start from scratch. Documentation and/or source code could be missing as well. Is it possible as a mere mortal[1] to get information about 2d/3d driver writing in windows 95/98/NT for example? Someone would need to be motivated enough to actually write the support as well. regards Andreas Ehliar |
From: Howard <ho...@me...> - 2000-08-31 15:45:56
|
Brian Paul wrote: > The DRI architecture was originally targetted for Linux but was designed > with portability in mind. It's been ported to FreeBSD now, for example. > Porting to other flavors of Unix should be feasible. > > One thing people tend to overlook when talking about adding hardware > 3D acceleration to a system is window system integration. It's > actually rather complicated. Since the DRI was designed for XFree86, > if you want hardware 3D for another window system you'll likely have > to start from scratch. > > A short-cut to hardware 3D is to run without a window system > (like the original Glide for Voodoo1/2 did). But then you're limited > to full-screen apps and need some sort of replacement for GLX (thus > requiring customized application code). > Speaking of this, what is the status of the OSMesalib that you broke out a couple of months ago? That is a major portability issue to us. If we are able to bind that to the XFree86 libGL, and other board specific libGL's. we get the best of both worlds. Has that been tar'd up anywhere or is it only in CVS? Thanks, -- Howard Luby ho...@me..., Ph:(248)540-2251, Fax:(248)540-3138 Mediascape Corporation http://www.mediascape.com |
From: Brian P. <br...@va...> - 2000-08-31 14:12:11
|
Philip Brown wrote: > > Howdy folks, > > Probably noone except Brian here even vaguely knows my name. :-) > But I'm the guy who originally gave the GLX hack code to Brian, because > I thought it would be a really cool thing if Mesa broadened its horizons. > > I'd like to do the same thing again. But this time, for hardware support. > > I see a whole bunch of hardware acceleration support in Mesa right now... > And 99% of it is only for Linux. > > I think that's pretty far from the original goals of Mesa, which was to be > a more crossplatform project. > > I haven't dug deep down into the code. So I dont know the grungy details > on the "Glide" stuff, and the Xfree86 "DRI" stuff. But I know its pretty > much all linux-only Not especially. Just the DRI kernel modules. More of the DRI is XFree86-centric, rather than Linux-centric. > I DO know that when you get down to the very basic level of things, > there are only a few basic operations you can do with a piece of hardware. > Read/Write registers. Map memory. > > So it boggles my mind to see all this Linux-only stuff. > It would seem to me that there isn't a basic API that encapsulates that > level. Something that just sticks to the core hardware neccessities, to > keep porting easy. > Because if there were, it would be almost trivial to port Mesa hardware > acceleration across platforms, and it would have been used already. > > If there is one, and I missed it, please point me in the right direction. > > If there isn't one: let's make one! > > And then I'll write a solaris driver or two to match it. The DRI architecture was originally targetted for Linux but was designed with portability in mind. It's been ported to FreeBSD now, for example. Porting to other flavors of Unix should be feasible. One thing people tend to overlook when talking about adding hardware 3D acceleration to a system is window system integration. It's actually rather complicated. Since the DRI was designed for XFree86, if you want hardware 3D for another window system you'll likely have to start from scratch. A short-cut to hardware 3D is to run without a window system (like the original Glide for Voodoo1/2 did). But then you're limited to full-screen apps and need some sort of replacement for GLX (thus requiring customized application code). -Brian |
From: <ph...@bo...> - 2000-08-31 06:54:54
|
Howdy folks, Probably noone except Brian here even vaguely knows my name. :-) But I'm the guy who originally gave the GLX hack code to Brian, because I thought it would be a really cool thing if Mesa broadened its horizons. I'd like to do the same thing again. But this time, for hardware support. I see a whole bunch of hardware acceleration support in Mesa right now... And 99% of it is only for Linux. I think that's pretty far from the original goals of Mesa, which was to be a more crossplatform project. I haven't dug deep down into the code. So I dont know the grungy details on the "Glide" stuff, and the Xfree86 "DRI" stuff. But I know its pretty much all linux-only I DO know that when you get down to the very basic level of things, there are only a few basic operations you can do with a piece of hardware. Read/Write registers. Map memory. So it boggles my mind to see all this Linux-only stuff. It would seem to me that there isn't a basic API that encapsulates that level. Something that just sticks to the core hardware neccessities, to keep porting easy. Because if there were, it would be almost trivial to port Mesa hardware acceleration across platforms, and it would have been used already. If there is one, and I missed it, please point me in the right direction. If there isn't one: let's make one! And then I'll write a solaris driver or two to match it. |
From: Paul G. <pga...@te...> - 2000-08-30 00:46:11
|
On 29 Aug 2000, at 9:21, the Illustrious Brian Paul wrote: > The include/GL/mesa_wgl.h file was accidently omitted from the > 3.2.1 and 3.3 releases. It'll be there in the next release. I'm > attaching a copy of it. > > I have no idea if it actually works. I don't maintain the > Windows or mingw32 stuff and few people seem interested in it > anymore. Thanks for that input. I know there are quite a few people who have downloaded and used the mesa3d libraries from my ongoing activity in the mingw development community and as the mingw compiler matures, I am seeing more people downloading and installing of the mesa3d libs. I am just not sure which version they are using outside of the fact that it is typically not the development version but one of the earlier stable releases. Whether or not the amount of people using it is sufficient to warrant ongoing maintenance of the mingw port still remains to be seen, at least for me. I know there is at least one other person besides myself who is interested in the functional operation of the mesa3d mingw port. Of course, there is always the possibility that no one has had any problems with the stable mingw32 builds...maybe a poll of some sort could help with this determination...? Peace, Paul G. > > -Brian Nothing real can be threatened. Nothing unreal exists. |
From: Paul G. <pga...@te...> - 2000-08-30 00:28:59
|
On 29 Aug 2000, at 9:21, the Illustrious Brian Paul wrote: > Paul Garceau wrote: > > (skip) > > Question: > > > > In the compile line, it is noted that the > > following switches > > have been set: > > > > -DWIN32 -D__WIN32__ -D_WINDOWS > > > > I am assuming this is an attempt to differentiate > > between > > various Windows compilers. > > > > Is this an accurate assumption? > > > The include/GL/mesa_wgl.h file was accidently omitted from the > 3.2.1 and 3.3 releases. It'll be there in the next release. I'm > attaching a copy of it. > > I have no idea if it actually works. I don't maintain the > Windows or mingw32 stuff and few people seem interested in it > anymore. Thanks, Brian. Peace, Paul G. > > -Brian Nothing real can be threatened. Nothing unreal exists. |
From: Daniel V. <vo...@lo...> - 2000-08-29 19:03:26
|
On Mon, Aug 28, 2000 at 02:35:49PM -0600, Brian Paul wrote: > > > yes, it works fine, but what I wonder is: how does fxMesa respond when > > asked to set a 24bit zbuffer on a card that doesn't support it!? > > I think it's only reporting 24bits/z but really using 16. Why that? -- Daniel Vogel Programmer Loki Entertainment Software |
From: Brian P. <br...@va...> - 2000-08-29 16:19:42
|
Paul Garceau wrote: > > Hi folks, > > Some time ago I wrote a .bat file (mingw32) in order to allow a > port of Mesa3d for the mingw (native gnu windows) compiler. > > It has recently come to my attention that the build did not > have (3.3 latest release) a header file called mesa_wgl.h > available in the include folder/directory. > > I researched it a bit and noticed that it would probably be > fine if I simply copied the file from a stable release version. > > So, after copying the file from the cvs repository and moving > it into the 3.3 include/gl directory, I went ahead and ran the > .bat program again (in lieu of trying to write a whole new make > sequence). > > Remembering what I read in the archives (dev) about mesa_wgl.h, > there was no mention of what exactly had happened to mesa_wgl.h > outside of Brians' last modifications dated back in May which > stated: > > "moved a lot of Window-isms out of gl.h into other files". > Apparently a few of those Window-isms were moved into > mesa_wgl.h. > > Since then I have seen no further revisions in the repository > for mesa_wgl.h. > > Currently, the native mingw32 [dev] build (not pgi-mingw32) is > broken. > > Question: > > In the compile line, it is noted that the following switches > have been set: > > -DWIN32 -D__WIN32__ -D_WINDOWS > > I am assuming this is an attempt to differentiate between > various Windows compilers. > > Is this an accurate assumption? The include/GL/mesa_wgl.h file was accidently omitted from the 3.2.1 and 3.3 releases. It'll be there in the next release. I'm attaching a copy of it. I have no idea if it actually works. I don't maintain the Windows or mingw32 stuff and few people seem interested in it anymore. -Brian |
From: Brian P. <br...@va...> - 2000-08-28 21:33:44
|
ant...@wm... wrote: > > > I took at look at this but didn't make any progress. I'm not sure > > how Q3 is choosing its visual and determining the bits per buffer. > > you can force it to use a 24bit depth with: > ./quake3 +set r_depthbits 24 > > > The game is working OK, right? > > yes, it works fine, but what I wonder is: how does fxMesa respond when > asked to set a 24bit zbuffer on a card that doesn't support it!? I think it's only reporting 24bits/z but really using 16. > (Voodoo2) > It should not run, therefore somewhere in there something needs fixing.. > > > I won't be able to look into this anymore until next week. > > no, worries, i just hope it's not a bug in 3.3 -Brian |
From: <ant...@wm...> - 2000-08-28 01:50:44
|
> I took at look at this but didn't make any progress. I'm not sure > how Q3 is choosing its visual and determining the bits per buffer. you can force it to use a 24bit depth with: ./quake3 +set r_depthbits 24 > The game is working OK, right? yes, it works fine, but what I wonder is: how does fxMesa respond when asked to set a 24bit zbuffer on a card that doesn't support it!? (Voodoo2) It should not run, therefore somewhere in there something needs fixing.. > I won't be able to look into this anymore until next week. no, worries, i just hope it's not a bug in 3.3 |
From: Paul G. <pga...@te...> - 2000-08-25 02:22:10
|
Hi folks, Some time ago I wrote a .bat file (mingw32) in order to allow a port of Mesa3d for the mingw (native gnu windows) compiler. It has recently come to my attention that the build did not have (3.3 latest release) a header file called mesa_wgl.h available in the include folder/directory. I researched it a bit and noticed that it would probably be fine if I simply copied the file from a stable release version. So, after copying the file from the cvs repository and moving it into the 3.3 include/gl directory, I went ahead and ran the .bat program again (in lieu of trying to write a whole new make sequence). Remembering what I read in the archives (dev) about mesa_wgl.h, there was no mention of what exactly had happened to mesa_wgl.h outside of Brians' last modifications dated back in May which stated: "moved a lot of Window-isms out of gl.h into other files". Apparently a few of those Window-isms were moved into mesa_wgl.h. Since then I have seen no further revisions in the repository for mesa_wgl.h. Currently, the native mingw32 [dev] build (not pgi-mingw32) is broken. Question: In the compile line, it is noted that the following switches have been set: -DWIN32 -D__WIN32__ -D_WINDOWS I am assuming this is an attempt to differentiate between various Windows compilers. Is this an accurate assumption? Thank you, Paul G. Nothing real can be threatened. Nothing unreal exists. |
From: Brian P. <br...@va...> - 2000-08-23 21:58:27
|
ant...@wm... wrote: > > > Mesa 3.3 was changed to allow arbitrary Z buffer depths at runtime, > > instead of being a compile-time option. Looks like I missed > > something in the tdfx driver code. Could you try this patch > > to Mesa-3.3/src/FX/fxapi.c? > > > > diff -r1.21 fxapi.c > > 946c946 > > < fxMesa->haveZBuffer=depthSize ? 1 : 0; > > --- > > > fxMesa->haveZBuffer=depthSize ? 16 : 0; > > > > > > -Brian > > > > Ok, letme know if there is something that you want me to try.... > because the reason i was confused is that the Voodoo2 cards don't support > more than 16bit deep zbuffers/depthbuffers, at least from what i know ... I took at look at this but didn't make any progress. I'm not sure how Q3 is choosing its visual and determining the bits per buffer. The game is working OK, right? I won't be able to look into this anymore until next week. -Brian |
From: <ant...@wm...> - 2000-08-22 08:58:56
|
> Mesa 3.3 was changed to allow arbitrary Z buffer depths at runtime, > instead of being a compile-time option. Looks like I missed > something in the tdfx driver code. Could you try this patch > to Mesa-3.3/src/FX/fxapi.c? > > diff -r1.21 fxapi.c > 946c946 > < fxMesa->haveZBuffer=depthSize ? 1 : 0; > --- > > fxMesa->haveZBuffer=depthSize ? 16 : 0; > > > -Brian > Ok, letme know if there is something that you want me to try.... because the reason i was confused is that the Voodoo2 cards don't support more than 16bit deep zbuffers/depthbuffers, at least from what i know ... |
From: Brian P. <br...@va...> - 2000-08-21 18:40:20
|
Alex Romosan wrote: > > looks like you forgot to add convolve.[ch] to libGL sources so if you > try to link against this library you get undefined symbols. the > following patch fixes it for me: > > diff -u -r1.17 Makefile.am > --- src/Makefile.am 2000/04/07 16:28:38 1.17 > +++ src/Makefile.am 2000/08/21 18:28:59 > @@ -43,6 +43,8 @@ > config.h \ > context.c \ > context.h \ > + convolve.c \ > + convolve.h \ > copy_tmp.h \ > copypix.c \ > copypix.h \ > > --alex-- Thanks. Fixed. -Brian |
From: Alex R. <ro...@ad...> - 2000-08-21 18:31:48
|
looks like you forgot to add convolve.[ch] to libGL sources so if you try to link against this library you get undefined symbols. the following patch fixes it for me: diff -u -r1.17 Makefile.am --- src/Makefile.am 2000/04/07 16:28:38 1.17 +++ src/Makefile.am 2000/08/21 18:28:59 @@ -43,6 +43,8 @@ config.h \ context.c \ context.h \ + convolve.c \ + convolve.h \ copy_tmp.h \ copypix.c \ copypix.h \ --alex-- -- | I believe the moment is at hand when, by a paranoiac and active | | advance of the mind, it will be possible (simultaneously with | | automatism and other passive states) to systematize confusion | | and thus to help to discredit completely the world of reality. | |
From: Brian P. <br...@va...> - 2000-08-21 16:09:07
|
Brian Paul wrote: > > ant...@wm... wrote: > > > > Like I posted a few days back, all the original libMesa's with Q3test > > Q3Demo and Q3A (as well as Mesa 3.2.1) report 16bit zbuffer inside the > > game, but 3.3 says 24bit ... and I thought the Voodoo2 has only 16bit > > zbuffer. Is this a bug or something that I am unaware of? > > > > I would appreciate some quick feedback from those who know the insides of > > Mesa 3.3 real well ... > > Mesa 3.3 was changed to allow arbitrary Z buffer depths at runtime, > instead of being a compile-time option. Looks like I missed > something in the tdfx driver code. Could you try this patch > to Mesa-3.3/src/FX/fxapi.c? > > diff -r1.21 fxapi.c > 946c946 > < fxMesa->haveZBuffer=depthSize ? 1 : 0; > --- > > fxMesa->haveZBuffer=depthSize ? 16 : 0; > D'oh! On second look, that's probably not the solution. I can't test this here at work. I'll try to do so tonight on my home system. -Brian |
From: Brian P. <br...@va...> - 2000-08-21 15:56:19
|
ant...@wm... wrote: > > Like I posted a few days back, all the original libMesa's with Q3test > Q3Demo and Q3A (as well as Mesa 3.2.1) report 16bit zbuffer inside the > game, but 3.3 says 24bit ... and I thought the Voodoo2 has only 16bit > zbuffer. Is this a bug or something that I am unaware of? > > I would appreciate some quick feedback from those who know the insides of > Mesa 3.3 real well ... Mesa 3.3 was changed to allow arbitrary Z buffer depths at runtime, instead of being a compile-time option. Looks like I missed something in the tdfx driver code. Could you try this patch to Mesa-3.3/src/FX/fxapi.c? diff -r1.21 fxapi.c 946c946 < fxMesa->haveZBuffer=depthSize ? 1 : 0; --- > fxMesa->haveZBuffer=depthSize ? 16 : 0; -Brian |
From: <ant...@wm...> - 2000-08-17 23:18:30
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Like I posted a few days back, all the original libMesa's with Q3test Q3Demo and Q3A (as well as Mesa 3.2.1) report 16bit zbuffer inside the game, but 3.3 says 24bit ... and I thought the Voodoo2 has only 16bit zbuffer. Is this a bug or something that I am unaware of? I would appreciate some quick feedback from those who know the insides of Mesa 3.3 real well ... thanks in advance |