mesa/src/gallium
Charmaine Lee a5ac29d85f svga: ignore sampler view resource if not used by shaders
Currently bound sampler view resources are relevant only if the
currently bound shaders also access them. So when checking for shader
resource collision, we only need to check those shader resources that
are actively used by the shaders.

This fixes a regression with manhattan on SVGA device when only the
active state changes are sent to the driver and a no longer relevant
shader resource is included in the shader resource collision check.
This causes a backing resource to be unnecessarily created and the content
never propagated to the original resource.

Fixes: aaa4b0e618 ("st/mesa: move check_program_state code into _mesa_update_state")
Reviewed-by: Neha Bhenden <bhenden@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25801>
2023-10-19 22:00:24 +00:00
..
auxiliary pipe-loader: add pipe_loader_get_compatible_render_capable_device_fd() 2023-10-17 20:31:13 +00:00
drivers svga: ignore sampler view resource if not used by shaders 2023-10-19 22:00:24 +00:00
frontends frontends/va: Implement vaMapBuffer2 2023-10-18 16:07:19 +00:00
include mesa: Implement MESA_texture_const_bandwidth 2023-10-14 17:28:28 +00:00
targets kmsro: try to use only compatible render-capable devices 2023-10-17 20:31:13 +00:00
tests pipe-loader: allow to load multiple zink devices 2023-10-14 01:01:16 +00:00
tools gallium: remove start_slot parameter from pipe_context::set_vertex_buffers 2023-08-11 06:37:22 +00:00
winsys kmsro: try to use only compatible render-capable devices 2023-10-17 20:31:13 +00:00
meson.build hgl: remove 2023-02-18 00:44:43 +00:00
README.portability util: include "util/compiler.h" instead of "pipe/p_compiler.h" 2023-06-27 18:18:30 +08:00

	      CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D 


= General Considerations =

The frontend and winsys driver support a rather limited number of
platforms. However, the pipe drivers are meant to run in a wide number of
platforms. Hence the pipe drivers, the auxiliary modules, and all public
headers in general, should strictly follow these guidelines to ensure


= Compiler Support =

* Include the util/compiler.h.

* Cast explicitly when converting to integer types of smaller sizes.

* Cast explicitly when converting between float, double and integral types.

* Don't use named struct initializers.

* Don't use variable number of macro arguments. Use static inline functions
instead.

* Don't use C99 features.

= Standard Library =

* Avoid including standard library headers. Most standard library functions are
not available in Windows Kernel Mode. Use the appropriate p_*.h include.

== Memory Allocation ==

* Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.

* Use align_pointer() function defined in u_memory.h for aligning pointers
 in a portable way.

== Debugging ==

* Use the functions/macros in p_debug.h.

* Don't include assert.h, call abort, printf, etc.


= Code Style =

== Inherantice in C ==

The main thing we do is mimic inheritance by structure containment.

Here's a silly made-up example:

/* base class */
struct buffer
{
  int size;
  void (*validate)(struct buffer *buf);
};

/* sub-class of bufffer */
struct texture_buffer
{
  struct buffer base;  /* the base class, MUST COME FIRST! */
  int format;
  int width, height;
};


Then, we'll typically have cast-wrapper functions to convert base-class 
pointers to sub-class pointers where needed:

static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
{
  return (struct vertex_buffer *) buf;
}


To create/init a sub-classed object:

struct buffer *create_texture_buffer(int w, int h, int format)
{
  struct texture_buffer *t = malloc(sizeof(*t));
  t->format = format;
  t->width = w;
  t->height = h;
  t->base.size = w * h;
  t->base.validate = tex_validate;
  return &t->base;
}

Example sub-class method:

void tex_validate(struct buffer *buf)
{
  struct texture_buffer *tb = texture_buffer(buf);
  assert(tb->format);
  assert(tb->width);
  assert(tb->height);
}


Note that we typically do not use typedefs to make "class names"; we use
'struct whatever' everywhere.

Gallium's pipe_context and the subclassed psb_context, etc are prime examples 
of this.  There's also many examples in Mesa and the Mesa state tracker.