--- Log opened Срд Июл 19 00:00:54 2006 00:18 < pmdata> I created a page on wiki for object types: http://nouveau.freedesktop.org/wiki/NvObjectTypes 00:19 < pmdata> It needs a description for what each object is used for (I don't know all of them) 00:19 < pmdata> And a chip where this object is present/used 00:42 < pmdata> is someone there? 00:42 < marcheu> not that I know of 00:42 < marcheu> I think chip support is already in objects.c 00:43 < marcheu> but yeah, what it's used for is useful 00:43 -!- EdB [n=EdB@ARennes-251-1-22-42.w81-250.abo.wanadoo.fr] has quit ["Konversation terminated!"] 01:16 < pmdata> are the nv20 and nv30 tcl engine (using same object type number) really different? 01:16 < marcheu> well, yes 01:16 < marcheu> nv20 still has fixed function stuff 01:16 < marcheu> nv30 doesn't 01:17 -!- _Demo_ [n=Demo@modemcable206.154-131-66.mc.videotron.ca] has joined #nouveau 01:25 < pmdata> does nv20 still have register combiners or is it all shader stuff from there? 01:25 < marcheu> I think it's using the shader stuff, I'm not sur I remember correctly 01:26 < marcheu> we don't have nv20 shader stuff documented anyway 01:26 < marcheu> but nv30+ has prescaling which make it possible to match register combiners IIRC 01:26 < marcheu> without having to issue an extra mul instruction, that is 01:28 < pmdata> you should find it easily using the test_nv_register_combiners on nv20 01:28 < marcheu> yeah, I'm even using the nv28 right now 01:30 < marcheu> the issue is, we don't know where the texture_shader stuff is on nv20 01:31 < pmdata> that's why I think testing for rc would be useful, or does it trigger so many unknown commands? 01:32 < marcheu> yeah, a couple :) 01:36 < pmdata> can you make me a dump? 01:36 < marcheu> one sec 01:37 < marcheu> I'm wiping a texture_shader quick test to see if the same offsets are touched 01:37 < marcheu> http://icps.u-strasbg.fr/~marchesin/nvdri/nv28_rc.txt 01:39 < pmdata> ah, 8 max register combiners 01:40 < marcheu> yeah, stuff looks similar to texture_shader 01:40 < marcheu> so it's probably reusing functionality from that extension 01:40 < pmdata> 1b0c command is triggers 9 times 01:41 < marcheu> yes. and ? 01:41 < pmdata> 1 for default context, then 8 for each combiner 01:42 < pmdata> see the ac0 command 01:42 < pmdata> maybe this is were the combiner is selected 01:42 < pmdata> top 3 bits 01:42 < marcheu> yeah, sam ac0 01:42 < marcheu> so there's a default context ? 01:42 < marcheu> s/sam/saw 01:42 < pmdata> I mean, there are always default values when setting up the opengl context 01:43 < marcheu> ah right, there's one "tri" befure the 8 combiners 01:43 < pmdata> you must read the opengl spec, for example for nv_register_combiners, default values are always printed 01:43 < marcheu> I just looked at the code 01:43 < pmdata> yep 01:44 < pmdata> hum, if you did not change my code, we always set the output combiner 0 01:44 < marcheu> I didn't 01:44 < marcheu> ah, so that's not even the combiners but the inputs 01:44 < pmdata> try using GL_COMBINER_NV, with n from 1 to 7, and make a dump for each 01:45 < pmdata> there are input combiners, output combiners and final combiner 01:45 < marcheu> yeah, I know. I programmed nv_texture_shader and it's similrarly braindead 01:46 < pmdata> ah, the only parameter that change is the input_param[], so command ac0 holds it 01:47 < pmdata> no, input_mapping[] 01:48 < pmdata> and this is for the input combiner 0 01:48 < pmdata> (I was confused cause I made some tests with rc, and was different from cvs) 01:49 < pmdata> instead of changing the combiner number, you can try changing the combiner variable GL_VARIABLE__NV to B,C,D 01:49 < pmdata> input and output combiners have 4 variables 01:49 < pmdata> final combiner has 7 01:50 < pmdata> could you make me a new dump with one parameter changed? 01:50 < marcheu> ok 01:52 < pmdata> something tells me 0ac0 is same format as nv10 RC_C0_IN_P[A|R] 01:53 < marcheu> hmm, what do you want changed ? 01:54 < pmdata> GL_VARIABLE, set it to B 01:54 < marcheu> I'll loop over from A to j'ai 01:54 < marcheu> if you don't mind 01:54 < pmdata> A to D will suffice 01:55 < pmdata> is there anyone else with a nv2x card? 01:55 < marcheu> edb I think 01:55 < marcheu> ddl has one but it's like 10000km away from him 01:56 < marcheu> so.. only me, sorry :) 01:58 < marcheu> http://icps.u-strasbg.fr/~marchesin/nvdri/nv28_rc2.txt should be ti 01:58 < marcheu> s/ti/it 02:00 < pmdata> ok ac0 is same as RC_C0_IN_PR 02:00 < marcheu> well, register combiners & texture_shader have some similarities 02:02 < pmdata> 260 is same as nv10 260 02:02 < marcheu> ah, cool 02:03 < pmdata> aa0 seems to be RC_C0_OUT 02:03 < marcheu> we have to get people to give hw to nouveau, and get you a nv20 02:04 < pmdata> a60 and a80 could be the rc constant color, but it's just a guess 02:04 < pmdata> I don't know if my motherboard could support it 02:04 < pmdata> I may try to find one 02:05 < marcheu> why wouldn't it ? 02:05 < pmdata> 0288 is the final combiner 02:05 < marcheu> til then if you need some tests, just ask me 02:06 < pmdata> hum, it seems they are the same as for nv10 02:06 < marcheu> I think I'll take some vacation to push nouveau forward a bit 02:06 < marcheu> it is probably very similar, at least the opengl extension design is the same 02:06 < pmdata> try copy/pasting the nv10 objects for register combiners to the nv20 tcl 02:06 < pmdata> I must go to sleep 02:06 < pmdata> I think the output should be ok 02:06 < marcheu> yeah, I should as well 02:07 < marcheu> but I'll test that stuff first I guess :) 02:07 < pmdata> http://oss.sgi.com/projects/ogl-sample/registry/NV/register_combiners.txt read that for the default values 02:07 < pmdata> happy code 02:07 -!- pmdata [i=patrice@ANantes-154-1-83-70.w81-48.abo.wanadoo.fr] has quit ["using sirc version 2.211+KSIRC/1.3.11"] 02:08 < darktama> so.. speaking of moving forward.. is it possible to come up with some hack to get the Mesa driver to create the context with nvidia's libGL, and then take over the FIFO? I can do it in a test app 02:09 < marcheu> I thought about it... 02:09 < marcheu> it's possible, I'm not sure it's worth it 02:09 < marcheu> since we will probably have a different setup 02:10 < marcheu> and really, once the setup is done, it's the easy part... 02:10 < darktama> yeah, I've been trying to convince the ddx to draw a quad for a couple of days.. even copying the nvidia command stream (with offsets etc modified) doesn't give me any output 02:11 < darktama> so, I thought if we did a quick hack we could work on parts of the 3D driver still until someone figures out the setup 02:11 -!- stringfellow [n=stringfe@ip56503c9f.direct-adsl.nl] has quit [Remote closed the connection] 02:12 < _Demo_> setup is evil 02:12 < marcheu> yeah, but my fear is that a different setup might lead to significant differences in the fifo commands 02:12 < _Demo_> I've been trying to do it on nv2a without luck 02:13 < marcheu> _Demo_: the ddx for xbox works fine there IIRC, so you might just need a copy & paste from it 02:13 < _Demo_> where can I find that? 02:14 < darktama> hm, I don't think the FIFO commands would be too different.. but it's possible 02:14 < marcheu> _Demo_: http://xbox-linux.cvs.sourceforge.net/xbox-linux/xf86-video-nvxbox/ 02:15 < marcheu> _Demo_: there's a couple of changes in there, but not too manu IIRC 02:15 < marcheu> darktama: yeah, but I suspect the "glue" code would be too much work 02:15 < _Demo_> interesting, who worked on the xbox version? 02:15 < marcheu> darktama: so what did you try with the ddx that failed ? 02:15 < marcheu> _Demo_: no 02:15 < marcheu> _Demo_: the xbox guys I think 02:16 < marcheu> ermm the xbox linux guys 02:16 < _Demo_> I'll need to look at that, thanks 02:16 < darktama> basically, create a object with class 0x4097.. then replace the EXASolid funcs with one that'd just draw a red quad using the 3D engine 02:17 < marcheu> was the 3d engine up ? 02:17 < marcheu> in the PMC bits ? 02:17 < marcheu> NV_PMC_ENABLE 02:18 < darktama> hm, the FIFO was proccessing the commands so I assume so.. doesn't the ddx enable all the engine components? 02:18 < marcheu> hmm, I don't remember 02:19 < marcheu> yeah it does 02:19 < marcheu> pNv->PMC[0x0200/4] = 0xFFFFFFFF; 02:19 < marcheu> violently 02:21 < marcheu> did you setup the pitch/offset stuff ? 02:21 < marcheu> do we even know where it is on nv40 ? 02:21 < darktama> well, that's where I think the problem is.. I'm not certain at all about any of that.. but yes, I *think* I know where they are 02:22 < marcheu> ah, nice 02:22 < marcheu> so where are those ? 02:23 < darktama> 0x200-0x300, but I'm not too certain about the exact function of them yet.. a lot of width/height/offset vals are duplicated in that area 02:23 < marcheu> remember I can do some nv40/nv44/g70 testing if needed 02:24 < marcheu> yeah, that could be because it needs color/depth info 02:24 < marcheu> and also maybe other buffers 02:24 < darktama> yup, 0x208 seems to be the format.. actually, one sec 02:26 < darktama> http://rafb.net/paste/results/7zieEv88.html << my very incomplete notes :) 02:27 < marcheu> maybe it will not be the same with supersampling 02:27 < marcheu> since supersmapling needs a bigger color buffer than depth buffer 02:27 < marcheu> so that might tell us which is what 02:32 < marcheu> (not sure if I made myself clear, I was talking about the pitches here) 02:35 < darktama> yup, well the setup definitely changes a lot with __GL_FSAA_MODE=6.. taking a look at the results now 03:01 < darktama> hmm, looks like it renders into larger buffer.. then sets up a texture (1152x2048), points to the destination drawable, then renders the texture into it 03:01 < marcheu> yes 03:01 < darktama> but, it's not using 0x1818 between BEGIN/END which is odd 03:01 < marcheu> but the depth buffer pitch should stay the same 03:02 < marcheu> we are chasing the pitch here, right ? 03:03 < darktama> yes, just thought I'd point that out.. I haven't noticed any vals that could be the pitch staying the same.. I'll make sure I actually have a depth buffer.. 03:03 < marcheu> hmm maybe it uses a bigger zbuffer as well 03:03 < darktama> I had SDL_GL_DEPTH_SIZE=0 :S 03:05 < marcheu> yeah, I still think it uses a bigger zbuffer 03:06 < darktama> yeah, it is looking that way 03:07 < darktama> but, at least with a depth buffer 0x214 contains a different offset val than the others 03:22 -!- `Duke` [n=gnu@ANantes-251-1-142-247.w86-210.abo.wanadoo.fr] has quit ["Fatal signal: Segmentation Fault"] 04:34 -!- Lumag [n=Lumag@chimpanzee.school.ioffe.ru] has left #nouveau [] 05:05 -!- hiyuh [n=hiyuh@ZL050248.ppp.dion.ne.jp] has joined #nouveau 05:39 -!- xaid [n=Xaid@d199-126-153-40.abhsia.telus.net] has joined #nouveau 06:02 < ddl> hey! 06:18 -!- eLShaman [n=elshaman@pac33-1-82-235-249-217.fbx.proxad.net] has quit ["Au revoir."] 06:42 -!- _Demo_ [n=Demo@modemcable206.154-131-66.mc.videotron.ca] has quit ["Leaving"] 06:58 -!- bluesterror [i=bob@ip68-98-189-153.dc.dc.cox.net] has joined #nouveau 07:16 -!- 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source 3D acceleration for nvidia cards | http://perso.orange.fr/patrice.mandin/images/nv-kitten.jpg 15:43 -!- Topic set by marcheu [] [Fri Jul 14 19:33:43 2006] 15:43 [Users #nouveau] 15:43 [@ChanServ] [ airlied ] [ ddl ] [ lumag_offline] [ Unavowed] 15:43 [ Aexoden ] [ blx ] [ Duke`] [ marcheu ] 15:43 [ ag ] [ darktama] [ hiyuh] [ qfire_away ] 15:43 -!- Irssi: #nouveau: Total of 13 nicks [1 ops, 0 halfops, 0 voices, 12 normal] 15:43 -!- Channel #nouveau created Sun Jun 25 07:52:56 2006 15:43 -!- [freenode-info] if you need to send private messages, please register: http://freenode.net/faq.shtml#privmsg 15:43 -!- Irssi: Join to #nouveau was synced in 1 secs 16:17 -!- EdB|w [n=EdB@212.234.68.206] has joined #nouveau 16:36 -!- hiyuh [n=hiyuh@ZL050248.ppp.dion.ne.jp] has quit ["Leaving"] 17:50 -!- Duke` [n=gnu@ANantes-251-1-142-247.w86-210.abo.wanadoo.fr] has quit ["Fatal signal: Segmentation Fault"] 18:14 -!- Duke` [n=gnu@ANantes-251-1-97-247.w86-203.abo.wanadoo.fr] has joined #nouveau 18:29 -!- Unavowed [n=silent@host81-151-26-23.range81-151.btcentralplus.com] has quit [Remote closed the connection] 19:41 -!- Duke` [n=gnu@ANantes-251-1-97-247.w86-203.abo.wanadoo.fr] has quit [Read error: 104 (Connection reset by peer)] 19:44 -!- Duke` [n=gnu@ANantes-251-1-97-247.w86-203.abo.wanadoo.fr] has joined #nouveau 19:48 -!- lumag_offline [n=mitya@chimpanzee.school.ioffe.ru] has joined #nouveau 19:48 -!- Topic for #nouveau: http://nouveau.freedesktop.org | open source 3D acceleration for nvidia cards | http://perso.orange.fr/patrice.mandin/images/nv-kitten.jpg 19:48 -!- Topic set by marcheu [] [Fri Jul 14 19:33:43 2006] 19:48 [Users #nouveau] 19:48 [@ChanServ] [ airlied ] [ ddl ] [ marcheu ] [ stringfellow] 19:48 [ Aexoden ] [ blx ] [ EdB|w ] [ philv ] 19:48 [ ag ] [ darktama] [ lumag_offline] [ qfire_away] 19:48 -!- Irssi: #nouveau: Total of 13 nicks [1 ops, 0 halfops, 0 voices, 12 normal] 19:48 -!- Channel #nouveau created Sun Jun 25 07:52:56 2006 19:48 -!- Irssi: Join to #nouveau was synced in 27 secs 19:53 -!- Duke` [n=gnu@ANantes-251-1-97-247.w86-203.abo.wanadoo.fr] has joined #nouveau 20:34 -!- EdB|w_ [n=EdB@212.234.68.206] has joined #nouveau 20:47 -!- EdB|w [n=EdB@212.234.68.206] has quit [Read error: 110 (Connection timed out)] 20:57 -!- pmdata [i=patrice@ANantes-154-1-48-21.w81-53.abo.wanadoo.fr] has joined #nouveau 20:57 -!- Duke` [n=gnu@ANantes-251-1-97-247.w86-203.abo.wanadoo.fr] has quit ["Fatal signal: Segmentation Fault"] 20:59 -!- Duke` [n=gnu@ANantes-251-1-97-247.w86-203.abo.wanadoo.fr] has joined #nouveau 20:59 < pmdata> hello 21:10 < pmdata> anyone with a nv20 or should I wait for marcheu? 21:13 < EdB|w_> pmdata, i'm not at home soory 21:36 -!- eLShaman [n=elshaman@pac33-1-82-235-249-217.fbx.proxad.net] has joined #nouveau 21:48 -!- pmdata is now known as pm_miam 21:50 -!- eLShaman [n=elshaman@pac33-1-82-235-249-217.fbx.proxad.net] has quit ["Au revoir."] 22:15 -!- pm_miam is now known as pmdata 22:45 -!- xaid|work [n=zaid@d150-132-196.home.cgocable.net] has joined #nouveau 23:03 < pmdata> when using multitexture, does each texture get its own texture matrix? 23:03 -!- EdB|w_ [n=EdB@212.234.68.206] has quit [Read error: 104 (Connection reset by peer)] 23:06 < pmdata> ah, answer is yes, then this is maybe command 400 23:18 -!- Lumag [n=Lumag@chimpanzee.school.ioffe.ru] has joined #nouveau 23:18 < Lumag> hi all 23:18 < Lumag> Now I lack arrays in objects.c too: 1792-field array in NV5_IMAGE_FROM_CPU :( 23:19 < Lumag> Also there is something strange with IMAGE_FROM_CPU. nvGLX passes type=065, but the hardware gets type=0x61 (the generic image_from_cpu), but the object works like 0x065. 23:20 < Lumag> BTW: Does anybody know, what FOH and ZOH mean? 23:34 < pmdata> hi lumag 23:34 < pmdata> foh/zoh: where? 23:36 < Lumag> triangles setup. Still examining old docs :) 23:36 < Lumag> origin_foh_center, origin_foh_corner, etc. 23:36 < philv> Which docs? 23:39 < Lumag> nv4ref.h/nvxref.h 23:42 < pmdata> lumag> I have this: 23:42 < pmdata> map 6 from 0x41f37000 to 0x41f5f000 size 0x28000 (physical 0xdbfa4000) => registers 23:42 < pmdata> NV10_TCL_PRIMITIVE_3D [0x0214/4] = 0.000000 | UNKNOWN = 03fa4000 23:42 < pmdata> I think 214 is the offset to color buffer in video ram 23:45 < Lumag> it seems so. 23:46 < pmdata> this is the only remaining unknown command with such a value being an address or an offset in mem 23:46 < pmdata> what would be a good name? buffer_address, buffer_offset, buffer_ptr ? 23:46 < Lumag> COLOR_OFFSET 23:47 < Lumag> NV04_CONTEXT_SURFACES_3D_OFFSET_COLOR 23:47 < Lumag> --- that's what I have for nv04 :) 23:47 < pmdata> does the zbuffer should be an offset from this one, or its own offset? 23:48 < Lumag> For me Z-buffer is totally separate. 23:48 < Lumag> I mean in terms of offsets :) 23:49 < pmdata> yep, so there must be a command that set it 23:54 < Lumag> pmdata: could you please provide the decoded dump of the whole FIFO (from the beginning of it). 23:55 < pmdata> ah, sdl_gl_swapbuffers() is done using raster copy 23:55 < Lumag> and what about glutSwapBuffers() ? 23:57 < pmdata> they both use glx to swap buffers, glx which in turn calls glfinish or glflush 23:59 < pmdata> http://pmandin.atari.org/download/nv10_draw_pixels.txt --- Log closed Чтв Июл 20 00:00:54 2006