Re: Re: Xv doesn't work any more

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On Mon, Mar 07, 2005 at 03:12:55AM -0500, Greg Stark wrote:
>Mark Vojkovich <mvojkovi@xxxxxxxxxxx> writes:
>
>>    I'm assuming by not working, it looks like it's working from a client
>> point of view, but the overlay just never shows.  
>
>Well, I imagine that's the case. Or else mplayer is just failing to detect the
>failure. Is there a canonical test program that would be guaranteed to be
>handling error handling properly?
>
>> It's conceivable that overlay fifo underflow in the chip could cause the
>> overlay to stop functioning.
>
>Well I don't see any errors logged about "fifo underflow".
>
>This is why I'm not a hardware guy. When you have no visibility to what's
>going on how are you supposed to debug anything?

I don't know how related this is, but ...

I've just tried Xv with a G400, and I don't see the symptoms you've
described.  What I do see, at 24-bit and screen resolutions > 1280x1024,
and with a small Xv window is visual problems with the image on the right
half of the window.  If I expand the Xv window to near full screen these
disappear.  I see this with mplayer, and with Mark's 'suzi' demo.

I don't see these problems at 16-bit, or at lower screen resolutions.

This is with 4.4.99.903.  If I revert mga_video.c back to the 4.4.0
version, the results are exactly the same.

>> I've seen it happen on some NVIDIA cards. If this is happening, the
>> OverclockMem option might help.
>
>>    Apps are supposed to grab the port when they use it.  If another app
>> tries to use it, they will fail to access the grabbed port.  
>
>Yeah, if I try to run a second mplayer I get:
>
>  Xv: could not grab port 61
>  Could not find free Xvideo port - maybe another process is already using it.
>
>So that's not exactly it.
>
>I noticed this in the mga(4) man page:
>
>   Option "TexturedVideo" "boolean"
>          This has XvImage support use the texture engine rather than the
>          video overlay. This option is only supported by G200 and later
>          chips, and only at 16 and 32 bits per pixel. Default: off.
>
>Does this allow for more than a single port? There's no reason the card would
>be limited to a single texture after all, it handles hundreds during a quake
>game.

I tried the above with this option enabled, and I don't see any of the
visual problems, and I could have multiple mplayer windows going at one
time.  xvinfo reports that 32 ports are available.  This option is, however,
incompatible with DRI.

David
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