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:
Eric Anholt 2017-07-27 18:11:19 -07:00
parent 4b407a62c7
commit 68c91a87d7
6 changed files with 43 additions and 40 deletions

View File

@ -84,6 +84,13 @@ struct vc4_sampler_view {
uint32_t texture_p0;
uint32_t texture_p1;
bool force_first_level;
/**
* Resource containing the actual texture that will be sampled.
*
* We may need to rebase the .base.texture resource to work around the
* lack of GL_TEXTURE_BASE_LEVEL, or to upload the texture as tiled.
*/
struct pipe_resource *texture;
};
struct vc4_sampler_state {

View File

@ -116,12 +116,13 @@ vc4_predraw_check_textures(struct pipe_context *pctx,
struct vc4_context *vc4 = vc4_context(pctx);
for (int i = 0; i < stage_tex->num_textures; i++) {
struct pipe_sampler_view *view = stage_tex->textures[i];
struct vc4_sampler_view *view =
vc4_sampler_view(stage_tex->textures[i]);
if (!view)
continue;
struct vc4_resource *rsc = vc4_resource(view->texture);
if (rsc->shadow_parent)
vc4_update_shadow_baselevel_texture(pctx, view);
if (view->texture != view->base.texture)
vc4_update_shadow_baselevel_texture(pctx, &view->base);
vc4_flush_jobs_writing_resource(vc4, view->texture);
}

View File

@ -373,7 +373,6 @@ vc4_resource_destroy(struct pipe_screen *pscreen,
{
struct vc4_screen *screen = vc4_screen(pscreen);
struct vc4_resource *rsc = vc4_resource(prsc);
pipe_resource_reference(&rsc->shadow_parent, NULL);
vc4_bo_unreference(&rsc->bo);
if (rsc->scanout)
@ -1078,19 +1077,21 @@ vc4_flush_resource(struct pipe_context *pctx, struct pipe_resource *resource)
void
vc4_update_shadow_baselevel_texture(struct pipe_context *pctx,
struct pipe_sampler_view *view)
struct pipe_sampler_view *pview)
{
struct vc4_sampler_view *view = vc4_sampler_view(pview);
struct vc4_resource *shadow = vc4_resource(view->texture);
struct vc4_resource *orig = vc4_resource(shadow->shadow_parent);
assert(orig);
struct vc4_resource *orig = vc4_resource(pview->texture);
assert(view->texture != pview->texture);
if (shadow->writes == orig->writes && orig->bo->private)
return;
perf_debug("Updating %dx%d@%d shadow texture due to %s\n",
orig->base.width0, orig->base.height0,
view->u.tex.first_level,
view->u.tex.first_level ? "base level" : "raster layout");
pview->u.tex.first_level,
pview->u.tex.first_level ? "base level" : "raster layout");
for (int i = 0; i <= shadow->base.last_level; i++) {
unsigned width = u_minify(shadow->base.width0, i);
@ -1111,7 +1112,7 @@ vc4_update_shadow_baselevel_texture(struct pipe_context *pctx,
},
.src = {
.resource = &orig->base,
.level = view->u.tex.first_level + i,
.level = pview->u.tex.first_level + i,
.box = {
.x = 0,
.y = 0,

View File

@ -81,20 +81,6 @@ struct vc4_resource {
* buffer) may get marked.
*/
uint32_t initialized_buffers;
/**
* Resource containing the non-GL_TEXTURE_BASE_LEVEL-rebased texture
* contents, or the 4-byte index buffer.
*
* If the parent is set for an texture, then this resource is actually
* the texture contents just starting from the sampler_view's
* first_level.
*
* If the parent is set for an index index buffer, then this resource
* is actually a shadow containing a 2-byte index buffer starting from
* the ib's offset.
*/
struct pipe_resource *shadow_parent;
};
static inline struct vc4_resource *

View File

@ -556,6 +556,9 @@ vc4_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
so->base = *cso;
pipe_reference(NULL, &prsc->reference);
so->base.texture = prsc;
so->base.reference.count = 1;
so->base.context = pctx;
/* There is no hardware level clamping, and the start address of a
* texture may be misaligned, so in that case we have to copy to a
@ -567,33 +570,36 @@ vc4_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
if ((cso->u.tex.first_level &&
(cso->u.tex.first_level != cso->u.tex.last_level)) ||
rsc->vc4_format == VC4_TEXTURE_TYPE_RGBA32R) {
struct vc4_resource *shadow_parent = vc4_resource(prsc);
struct pipe_resource tmpl = shadow_parent->base;
struct vc4_resource *clone;
struct vc4_resource *shadow_parent = rsc;
struct pipe_resource tmpl = *prsc;
tmpl.bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET;
tmpl.width0 = u_minify(tmpl.width0, cso->u.tex.first_level);
tmpl.height0 = u_minify(tmpl.height0, cso->u.tex.first_level);
tmpl.last_level = cso->u.tex.last_level - cso->u.tex.first_level;
/* Create the shadow texture. The rest of the texture
* parameter setup will use the shadow.
*/
prsc = vc4_resource_create(pctx->screen, &tmpl);
if (!prsc) {
free(so);
return NULL;
}
rsc = vc4_resource(prsc);
clone = vc4_resource(prsc);
clone->shadow_parent = &shadow_parent->base;
/* Flag it as needing update of the contents from the parent. */
clone->writes = shadow_parent->writes - 1;
assert(clone->vc4_format != VC4_TEXTURE_TYPE_RGBA32R);
} else if (cso->u.tex.first_level) {
so->force_first_level = true;
/* Flag it as needing update of the contents from the parent. */
rsc->writes = shadow_parent->writes - 1;
assert(rsc->vc4_format != VC4_TEXTURE_TYPE_RGBA32R);
so->texture = prsc;
} else {
pipe_resource_reference(&so->texture, prsc);
if (cso->u.tex.first_level) {
so->force_first_level = true;
}
}
so->base.texture = prsc;
so->base.reference.count = 1;
so->base.context = pctx;
so->texture_p0 =
(VC4_SET_FIELD(rsc->slices[0].offset >> 12, VC4_TEX_P0_OFFSET) |
@ -617,8 +623,10 @@ vc4_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
static void
vc4_sampler_view_destroy(struct pipe_context *pctx,
struct pipe_sampler_view *view)
struct pipe_sampler_view *pview)
{
struct vc4_sampler_view *view = vc4_sampler_view(pview);
pipe_resource_reference(&pview->texture, NULL);
pipe_resource_reference(&view->texture, NULL);
free(view);
}

View File

@ -35,7 +35,7 @@ write_texture_p0(struct vc4_job *job,
{
struct vc4_sampler_view *sview =
vc4_sampler_view(texstate->textures[unit]);
struct vc4_resource *rsc = vc4_resource(sview->base.texture);
struct vc4_resource *rsc = vc4_resource(sview->texture);
cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
}