i915g: Remove the i915_context->saved_* stuff.

When using u_blitter, the state was being saved from saved_*, but we
don't use that. So after u_blitter resumed we got some corrupted
state in.

So let's just remove the saved_* stuff. I thought it was weird but
harmless, it's actually broken.
This commit is contained in:
Stéphane Marchesin 2012-10-04 17:37:37 -07:00
parent 98600c5ff6
commit dca9e3c477
3 changed files with 23 additions and 46 deletions

View file

@ -234,6 +234,12 @@ struct i915_context {
struct i915_fragment_shader *fs;
void *vs;
struct i915_velems_state *velems;
unsigned nr_vertex_buffers;
struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
struct pipe_blend_color blend_color;
struct pipe_stencil_ref stencil_ref;
struct pipe_clip_state clip;
@ -285,19 +291,9 @@ struct i915_context {
struct blitter_context* blitter;
/** State tracking needed by u_blitter for save/restore. */
void *saved_fs;
void (*saved_bind_fs_state)(struct pipe_context *pipe, void *shader);
void *saved_vs;
struct pipe_clip_state saved_clip;
struct i915_velems_state *saved_velems;
unsigned saved_nr_vertex_buffers;
struct pipe_vertex_buffer saved_vertex_buffers[PIPE_MAX_ATTRIBS];
unsigned saved_nr_samplers;
void *saved_samplers[PIPE_MAX_SAMPLERS];
void (*saved_bind_sampler_states)(struct pipe_context *pipe,
unsigned num, void **sampler);
unsigned saved_nr_sampler_views;
struct pipe_sampler_view *saved_sampler_views[PIPE_MAX_SAMPLERS];
void (*saved_set_sampler_views)(struct pipe_context *pipe,
unsigned num, struct pipe_sampler_view **views);
};

View file

@ -296,9 +296,6 @@ static void i915_fixup_bind_sampler_states(struct pipe_context *pipe,
{
struct i915_context *i915 = i915_context(pipe);
i915->saved_nr_samplers = num;
memcpy(&i915->saved_samplers, sampler, sizeof(void *) * num);
i915->saved_bind_sampler_states(pipe, num, sampler);
}
@ -586,11 +583,6 @@ i915_fixup_bind_fs_state(struct pipe_context *pipe, void *shader)
{
struct i915_context *i915 = i915_context(pipe);
if (i915->saved_fs == shader)
return;
i915->saved_fs = shader;
i915->saved_bind_fs_state(pipe, shader);
}
@ -645,10 +637,10 @@ static void i915_bind_vs_state(struct pipe_context *pipe, void *shader)
{
struct i915_context *i915 = i915_context(pipe);
if (i915->saved_vs == shader)
if (i915->vs == shader)
return;
i915->saved_vs = shader;
i915->vs = shader;
/* just pass-through to draw module */
draw_bind_vertex_shader(i915->draw, (struct draw_vertex_shader *) shader);
@ -726,17 +718,6 @@ i915_fixup_set_fragment_sampler_views(struct pipe_context *pipe,
struct pipe_sampler_view **views)
{
struct i915_context *i915 = i915_context(pipe);
int i;
for (i = 0; i < num; i++)
pipe_sampler_view_reference(&i915->saved_sampler_views[i],
views[i]);
for (i = num; i < i915->saved_nr_sampler_views; i++)
pipe_sampler_view_reference(&i915->saved_sampler_views[i],
NULL);
i915->saved_nr_sampler_views = num;
i915->saved_set_sampler_views(pipe, num, views);
}
@ -842,7 +823,7 @@ static void i915_set_framebuffer_state(struct pipe_context *pipe,
}
pipe_surface_reference(&i915->framebuffer.zsbuf, fb->zsbuf);
i915->dirty |= I915_NEW_FRAMEBUFFER;
i915->dirty |= I915_NEW_FRAMEBUFFER | I915_NEW_FS;
}
@ -852,7 +833,7 @@ static void i915_set_clip_state( struct pipe_context *pipe,
{
struct i915_context *i915 = i915_context(pipe);
i915->saved_clip = *clip;
i915->clip = *clip;
draw_set_clip_state(i915->draw, clip);
@ -978,8 +959,8 @@ static void i915_set_vertex_buffers(struct pipe_context *pipe,
struct draw_context *draw = i915->draw;
int i;
util_copy_vertex_buffers(i915->saved_vertex_buffers,
&i915->saved_nr_vertex_buffers,
util_copy_vertex_buffers(i915->vertex_buffers,
&i915->nr_vertex_buffers,
buffers, count);
#if 0
/* XXX doesn't look like this is needed */
@ -1023,10 +1004,10 @@ i915_bind_vertex_elements_state(struct pipe_context *pipe,
struct i915_context *i915 = i915_context(pipe);
struct i915_velems_state *i915_velems = (struct i915_velems_state *) velems;
if (i915->saved_velems == velems)
if (i915->velems == velems)
return;
i915->saved_velems = velems;
i915->velems = velems;
/* pass-through to draw module */
if (i915_velems) {

View file

@ -50,22 +50,22 @@ i915_util_blitter_save_states(struct i915_context *i915)
util_blitter_save_depth_stencil_alpha(i915->blitter, (void *)i915->depth_stencil);
util_blitter_save_stencil_ref(i915->blitter, &i915->stencil_ref);
util_blitter_save_rasterizer(i915->blitter, (void *)i915->rasterizer);
util_blitter_save_fragment_shader(i915->blitter, i915->saved_fs);
util_blitter_save_vertex_shader(i915->blitter, i915->saved_vs);
util_blitter_save_fragment_shader(i915->blitter, i915->fs);
util_blitter_save_vertex_shader(i915->blitter, i915->vs);
util_blitter_save_viewport(i915->blitter, &i915->viewport);
util_blitter_save_scissor(i915->blitter, &i915->scissor);
util_blitter_save_vertex_elements(i915->blitter, i915->saved_velems);
util_blitter_save_vertex_buffers(i915->blitter, i915->saved_nr_vertex_buffers,
i915->saved_vertex_buffers);
util_blitter_save_vertex_elements(i915->blitter, i915->velems);
util_blitter_save_vertex_buffers(i915->blitter, i915->nr_vertex_buffers,
i915->vertex_buffers);
util_blitter_save_framebuffer(i915->blitter, &i915->framebuffer);
util_blitter_save_fragment_sampler_states(i915->blitter,
i915->saved_nr_samplers,
i915->saved_samplers);
i915->num_samplers,
i915->sampler);
util_blitter_save_fragment_sampler_views(i915->blitter,
i915->saved_nr_sampler_views,
i915->saved_sampler_views);
i915->num_fragment_sampler_views,
i915->fragment_sampler_views);
}
static void