broadcom/vc4: Keep pipe_sampler_view->texture matching the original texture.
I was overwriting view->texture with the shadow resource when we need to
do shadow copies (retiling or baselevel rebase), but that tripped up some
critical new sanity checking in state_tracker (making sure that stObj->pt
hasn't changed from view->texture through TexImage-related paths).
To avoid that, move the shadow resource to the vc4_sampler_view struct.
Fixes: f0ecd36ef8
("st/mesa: add an entirely separate codepath for setting up buffer views")
This commit is contained in:
parent
4b407a62c7
commit
68c91a87d7
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@ -84,6 +84,13 @@ struct vc4_sampler_view {
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uint32_t texture_p0;
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uint32_t texture_p1;
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bool force_first_level;
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/**
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* Resource containing the actual texture that will be sampled.
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*
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* We may need to rebase the .base.texture resource to work around the
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* lack of GL_TEXTURE_BASE_LEVEL, or to upload the texture as tiled.
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*/
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struct pipe_resource *texture;
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};
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struct vc4_sampler_state {
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@ -116,12 +116,13 @@ vc4_predraw_check_textures(struct pipe_context *pctx,
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struct vc4_context *vc4 = vc4_context(pctx);
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for (int i = 0; i < stage_tex->num_textures; i++) {
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struct pipe_sampler_view *view = stage_tex->textures[i];
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struct vc4_sampler_view *view =
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vc4_sampler_view(stage_tex->textures[i]);
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if (!view)
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continue;
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struct vc4_resource *rsc = vc4_resource(view->texture);
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if (rsc->shadow_parent)
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vc4_update_shadow_baselevel_texture(pctx, view);
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if (view->texture != view->base.texture)
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vc4_update_shadow_baselevel_texture(pctx, &view->base);
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vc4_flush_jobs_writing_resource(vc4, view->texture);
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}
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@ -373,7 +373,6 @@ vc4_resource_destroy(struct pipe_screen *pscreen,
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{
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struct vc4_screen *screen = vc4_screen(pscreen);
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struct vc4_resource *rsc = vc4_resource(prsc);
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pipe_resource_reference(&rsc->shadow_parent, NULL);
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vc4_bo_unreference(&rsc->bo);
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if (rsc->scanout)
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@ -1078,19 +1077,21 @@ vc4_flush_resource(struct pipe_context *pctx, struct pipe_resource *resource)
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void
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vc4_update_shadow_baselevel_texture(struct pipe_context *pctx,
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struct pipe_sampler_view *view)
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struct pipe_sampler_view *pview)
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{
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struct vc4_sampler_view *view = vc4_sampler_view(pview);
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struct vc4_resource *shadow = vc4_resource(view->texture);
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struct vc4_resource *orig = vc4_resource(shadow->shadow_parent);
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assert(orig);
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struct vc4_resource *orig = vc4_resource(pview->texture);
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assert(view->texture != pview->texture);
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if (shadow->writes == orig->writes && orig->bo->private)
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return;
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perf_debug("Updating %dx%d@%d shadow texture due to %s\n",
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orig->base.width0, orig->base.height0,
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view->u.tex.first_level,
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view->u.tex.first_level ? "base level" : "raster layout");
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pview->u.tex.first_level,
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pview->u.tex.first_level ? "base level" : "raster layout");
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for (int i = 0; i <= shadow->base.last_level; i++) {
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unsigned width = u_minify(shadow->base.width0, i);
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@ -1111,7 +1112,7 @@ vc4_update_shadow_baselevel_texture(struct pipe_context *pctx,
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},
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.src = {
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.resource = &orig->base,
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.level = view->u.tex.first_level + i,
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.level = pview->u.tex.first_level + i,
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.box = {
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.x = 0,
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.y = 0,
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@ -81,20 +81,6 @@ struct vc4_resource {
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* buffer) may get marked.
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*/
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uint32_t initialized_buffers;
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/**
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* Resource containing the non-GL_TEXTURE_BASE_LEVEL-rebased texture
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* contents, or the 4-byte index buffer.
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*
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* If the parent is set for an texture, then this resource is actually
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* the texture contents just starting from the sampler_view's
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* first_level.
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*
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* If the parent is set for an index index buffer, then this resource
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* is actually a shadow containing a 2-byte index buffer starting from
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* the ib's offset.
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*/
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struct pipe_resource *shadow_parent;
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};
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static inline struct vc4_resource *
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@ -556,6 +556,9 @@ vc4_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
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so->base = *cso;
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pipe_reference(NULL, &prsc->reference);
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so->base.texture = prsc;
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so->base.reference.count = 1;
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so->base.context = pctx;
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/* There is no hardware level clamping, and the start address of a
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* texture may be misaligned, so in that case we have to copy to a
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@ -567,33 +570,36 @@ vc4_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
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if ((cso->u.tex.first_level &&
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(cso->u.tex.first_level != cso->u.tex.last_level)) ||
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rsc->vc4_format == VC4_TEXTURE_TYPE_RGBA32R) {
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struct vc4_resource *shadow_parent = vc4_resource(prsc);
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struct pipe_resource tmpl = shadow_parent->base;
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struct vc4_resource *clone;
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struct vc4_resource *shadow_parent = rsc;
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struct pipe_resource tmpl = *prsc;
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tmpl.bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET;
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tmpl.width0 = u_minify(tmpl.width0, cso->u.tex.first_level);
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tmpl.height0 = u_minify(tmpl.height0, cso->u.tex.first_level);
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tmpl.last_level = cso->u.tex.last_level - cso->u.tex.first_level;
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/* Create the shadow texture. The rest of the texture
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* parameter setup will use the shadow.
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*/
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prsc = vc4_resource_create(pctx->screen, &tmpl);
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if (!prsc) {
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free(so);
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return NULL;
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}
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rsc = vc4_resource(prsc);
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clone = vc4_resource(prsc);
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clone->shadow_parent = &shadow_parent->base;
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/* Flag it as needing update of the contents from the parent. */
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clone->writes = shadow_parent->writes - 1;
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assert(clone->vc4_format != VC4_TEXTURE_TYPE_RGBA32R);
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} else if (cso->u.tex.first_level) {
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so->force_first_level = true;
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/* Flag it as needing update of the contents from the parent. */
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rsc->writes = shadow_parent->writes - 1;
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assert(rsc->vc4_format != VC4_TEXTURE_TYPE_RGBA32R);
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so->texture = prsc;
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} else {
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pipe_resource_reference(&so->texture, prsc);
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if (cso->u.tex.first_level) {
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so->force_first_level = true;
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}
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}
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so->base.texture = prsc;
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so->base.reference.count = 1;
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so->base.context = pctx;
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so->texture_p0 =
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(VC4_SET_FIELD(rsc->slices[0].offset >> 12, VC4_TEX_P0_OFFSET) |
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@ -617,8 +623,10 @@ vc4_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
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static void
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vc4_sampler_view_destroy(struct pipe_context *pctx,
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struct pipe_sampler_view *view)
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struct pipe_sampler_view *pview)
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{
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struct vc4_sampler_view *view = vc4_sampler_view(pview);
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pipe_resource_reference(&pview->texture, NULL);
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pipe_resource_reference(&view->texture, NULL);
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free(view);
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}
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@ -35,7 +35,7 @@ write_texture_p0(struct vc4_job *job,
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{
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struct vc4_sampler_view *sview =
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vc4_sampler_view(texstate->textures[unit]);
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struct vc4_resource *rsc = vc4_resource(sview->base.texture);
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struct vc4_resource *rsc = vc4_resource(sview->texture);
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cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
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}
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