I think I fixed the lockups issue.
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@ -274,6 +274,12 @@ static GLboolean r300_run_flat_render(GLcontext *ctx,
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r300_render_flat_primitive(rmesa, ctx, start, start + length, prim);
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}
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reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
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e32(0x0000000a);
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reg_start(0x4f18,0);
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e32(0x00000003);
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sync_VAP(PASS_PREFIX_VOID);
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end_3d(PASS_PREFIX_VOID);
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@ -424,6 +430,12 @@ static GLboolean r300_run_vb_flat_render(GLcontext *ctx,
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r300_render_vb_flat_primitive(rmesa, ctx, start, start + length, prim);
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}
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reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
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e32(0x0000000a);
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reg_start(0x4f18,0);
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e32(0x00000003);
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end_3d(PASS_PREFIX_VOID);
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/* Flush state - we are done drawing.. */
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@ -454,6 +466,8 @@ static void r300_render_tex_primitive(r300ContextPtr rmesa,
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VB->ObjPtr->size, VB->ObjPtr->stride);
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fprintf(stderr,"ColorPtr[0]: size=%d stride=%d\n",
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VB->ColorPtr[0]->size, VB->ColorPtr[0]->stride);
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fprintf(stderr,"TexCoordPtr[0]: size=%d stride=%d\n",
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VB->TexCoordPtr[0]->size, VB->TexCoordPtr[0]->stride);
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if(type<0)return;
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@ -539,7 +553,9 @@ static GLboolean r300_run_tex_render(GLcontext *ctx,
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vb_arrays[2].ncomponents=4;
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vb_arrays[2].reg=REG_TEX0;
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/* Fill texture with some random data */
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// for(i=0;i<1000;i++)((int *)(rsp->gartTextures.map))[i]=rand();
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/* needed before starting 3d operation .. */
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reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
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e32(0x0000000a);
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@ -569,8 +585,6 @@ static GLboolean r300_run_tex_render(GLcontext *ctx,
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/* Put it in the beginning of texture memory */
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SINGLE_TEXTURE_PIPELINE.texture_unit[0].offset=rsp->gartTextures.handle;
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/* Fill texture with some random data */
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for(i=0;i<1000;i++)((int *)(rsp->gartTextures.map))[i]=rand();
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/* Upload texture, a hack, really we can do a lot better */
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#if 0
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@ -628,6 +642,12 @@ reg_start(R300_RS_INTERP_0,7);
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r300_render_tex_primitive(rmesa, ctx, start, start + length, prim);
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}
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reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
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e32(0x0000000a);
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reg_start(0x4f18,0);
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e32(0x00000003);
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sync_VAP(PASS_PREFIX_VOID);
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end_3d(PASS_PREFIX_VOID);
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