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nv30: avoid doing extra work on clear and hitting unexpected states
Clearing can happen at a time when various state objects are incoherent
and not ready for a draw. Some of the validation functions don't handle
this well, so only flush the framebuffer state. This has the advantage
of also not doing extra work.
This works around some crashes that can happen when clearing.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
(cherry picked from commit aba3392541)
This commit is contained in:
parent
70816a66d5
commit
07aa6d78bb
5 changed files with 11 additions and 9 deletions
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@ -58,7 +58,7 @@ nv30_clear(struct pipe_context *pipe, unsigned buffers,
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struct pipe_framebuffer_state *fb = &nv30->framebuffer;
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uint32_t colr = 0, zeta = 0, mode = 0;
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if (!nv30_state_validate(nv30, TRUE))
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if (!nv30_state_validate(nv30, NV30_NEW_FRAMEBUFFER | NV30_NEW_SCISSOR, TRUE))
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return;
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if (buffers & PIPE_CLEAR_COLOR && fb->nr_cbufs) {
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@ -204,7 +204,7 @@ void
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nv30_render_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info);
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boolean
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nv30_state_validate(struct nv30_context *nv30, boolean hwtnl);
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nv30_state_validate(struct nv30_context *nv30, uint32_t mask, boolean hwtnl);
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void
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nv30_state_release(struct nv30_context *nv30);
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@ -134,7 +134,7 @@ nv30_render_draw_elements(struct vbuf_render *render,
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NOUVEAU_BO_LOW | NOUVEAU_BO_RD, 0, NV30_3D_VTXBUF_DMA1);
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}
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if (!nv30_state_validate(nv30, FALSE))
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if (!nv30_state_validate(nv30, ~0, FALSE))
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return;
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BEGIN_NV04(push, NV30_3D(VERTEX_BEGIN_END), 1);
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@ -179,7 +179,7 @@ nv30_render_draw_arrays(struct vbuf_render *render, unsigned start, uint nr)
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NOUVEAU_BO_LOW | NOUVEAU_BO_RD, 0, NV30_3D_VTXBUF_DMA1);
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}
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if (!nv30_state_validate(nv30, FALSE))
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if (!nv30_state_validate(nv30, ~0, FALSE))
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return;
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BEGIN_NV04(push, NV30_3D(VERTEX_BEGIN_END), 1);
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@ -454,7 +454,7 @@ nv30_state_context_switch(struct nv30_context *nv30)
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}
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boolean
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nv30_state_validate(struct nv30_context *nv30, boolean hwtnl)
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nv30_state_validate(struct nv30_context *nv30, uint32_t mask, boolean hwtnl)
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{
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struct nouveau_screen *screen = &nv30->screen->base;
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struct nouveau_pushbuf *push = nv30->base.pushbuf;
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@ -479,14 +479,16 @@ nv30_state_validate(struct nv30_context *nv30, boolean hwtnl)
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else
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validate = swtnl_validate_list;
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if (nv30->dirty) {
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mask &= nv30->dirty;
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if (mask) {
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while (validate->func) {
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if (nv30->dirty & validate->mask)
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if (mask & validate->mask)
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validate->func(nv30);
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validate++;
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}
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nv30->dirty = 0;
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nv30->dirty &= ~mask;
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}
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nouveau_pushbuf_bufctx(push, bctx);
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@ -564,7 +564,7 @@ nv30_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
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if (nv30->vbo_user && !(nv30->dirty & (NV30_NEW_VERTEX | NV30_NEW_ARRAYS)))
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nv30_update_user_vbufs(nv30);
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nv30_state_validate(nv30, TRUE);
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nv30_state_validate(nv30, ~0, TRUE);
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if (nv30->draw_flags) {
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nv30_render_vbo(pipe, info);
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return;
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