This should fix the FDO bug #28612.
Also, these piglit tests have been fixed:
- fbo-copypix
- scissor-copypixels
- copytexsubimage
- texredefine
Finally, 2 flushes in the transfer path are no longer needed.
llvmpipe can create a large number of shader variants for a single shader
(which are quite big), and they were only ever deleted if the shader itself
was deleted. This is especially apparent in things like glean
blendFunc where a new variant is created for every different subtest, chewing
up all memory.
This change limits the numbers of fragment shader variants (for all shaders)
which are kept around to a fixed number. If that would be exceeded a fixed
portion of the cached variants is deleted (since without tracking the used
variants this involves flushing we don't want to delete only one).
Always the least recently used variants (from all shaders together) are
deleted.
For now this is all per-context.
Both the number of how many variants are cached (1024) as well as how many
will be deleted at once (1/4 of the cache size) are just rough guesses and
subject to further optimization.
Early Z test (=ZTOP) must be disabled before a query is started,
otherwise the GPU is dead. The order of emitted registers matters more
than you might think.
This fixes hardlocks in sauerbraten.
I have had a look at the libdrm sources and they just contain more or less
the same checking we do in macros, and begin_cs may realloc the CS buffer
if we overflow it, which never happens with r300g. So these are pretty
much useless.
There is a small but measurable performance increase by dropping the two
functions.
The previous implementation had issues with queries spanning over several
command streams as well as using a very large number of queries.
This fixes flickering in Enemy Territory: Quake Wars. The driver now renders
everything correctly in this game and the graphics is awesome.
The idea is to build a hardware command buffer for every CSO and memcpy
the buffer to a command stream at bind time (or dirty-state-emission time,
to be precise).