virgl: work around bad assumptions in virglrenderer

Virglrenderer does the wrong thing when given an instance divisor;
it tries to use the element-index rather than the binding-index as
the argument to glVertexBindingDivisor(). This worked fine as long
as there was a 1:1 relationship between elements and bindings,
which was the case util 19a91841c3 "st/mesa: Use Array._DrawVAO in
st_atom_array.c.".

So let's detect instance divisors, and restore a 1:1 relationship in
that case. This will make old versions of virglrenderer behave
correctly. For newer versions, we can consider making a better
interface, where the instance divisor isn't specified per element,
but rather per binding. But let's save that for another day.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Fixes: 19a91841c3 "st/mesa: Use Array._DrawVAO in st_atom_array.c."
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Tested-By: Gert Wollny <gert.wollny@collabora.com>
This commit is contained in:
Erik Faye-Lund 2018-12-11 14:02:53 +00:00
parent 8447b64238
commit e888f28d1f
1 changed files with 32 additions and 1 deletions

View File

@ -50,6 +50,8 @@
struct virgl_vertex_elements_state {
uint32_t handle;
uint8_t binding_map[PIPE_MAX_ATTRIBS];
uint8_t num_bindings;
};
static uint32_t next_handle;
@ -390,10 +392,28 @@ static void *virgl_create_vertex_elements_state(struct pipe_context *ctx,
unsigned num_elements,
const struct pipe_vertex_element *elements)
{
struct pipe_vertex_element new_elements[PIPE_MAX_ATTRIBS];
struct virgl_context *vctx = virgl_context(ctx);
struct virgl_vertex_elements_state *state =
CALLOC_STRUCT(virgl_vertex_elements_state);
for (int i = 0; i < num_elements; ++i) {
if (elements[i].instance_divisor) {
/* Virglrenderer doesn't deal with instance_divisor correctly if
* there isn't a 1:1 relationship between elements and bindings.
* So let's make sure there is, by duplicating bindings.
*/
for (int j = 0; j < num_elements; ++j) {
new_elements[j] = elements[j];
new_elements[j].vertex_buffer_index = j;
state->binding_map[j] = elements[j].vertex_buffer_index;
}
elements = new_elements;
state->num_bindings = num_elements;
break;
}
}
state->handle = virgl_object_assign_handle();
virgl_encoder_create_vertex_elements(vctx, state->handle,
num_elements, elements);
@ -419,6 +439,7 @@ static void virgl_bind_vertex_elements_state(struct pipe_context *ctx,
vctx->vertex_elements = state;
virgl_encode_bind_object(vctx, state ? state->handle : 0,
VIRGL_OBJECT_VERTEX_ELEMENTS);
vctx->vertex_array_dirty = TRUE;
}
static void virgl_set_vertex_buffers(struct pipe_context *ctx,
@ -438,7 +459,17 @@ static void virgl_set_vertex_buffers(struct pipe_context *ctx,
static void virgl_hw_set_vertex_buffers(struct virgl_context *vctx)
{
if (vctx->vertex_array_dirty) {
virgl_encoder_set_vertex_buffers(vctx, vctx->num_vertex_buffers, vctx->vertex_buffer);
struct virgl_vertex_elements_state *ve = vctx->vertex_elements;
if (ve->num_bindings) {
struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
for (int i = 0; i < ve->num_bindings; ++i)
vertex_buffers[i] = vctx->vertex_buffer[ve->binding_map[i]];
virgl_encoder_set_vertex_buffers(vctx, ve->num_bindings, vertex_buffers);
} else
virgl_encoder_set_vertex_buffers(vctx, vctx->num_vertex_buffers, vctx->vertex_buffer);
virgl_attach_res_vertex_buffers(vctx);
}
}