Mesa (master): v3d: do not emit attribute if has no resource
GitLab Mirror
gitlab-mirror at kemper.freedesktop.org
Wed Apr 14 11:47:23 UTC 2021
Module: Mesa
Branch: master
Commit: 45ae0e9fb7c079f61fa74df850063af9c627e66e
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=45ae0e9fb7c079f61fa74df850063af9c627e66e
Author: Juan A. Suarez Romero <jasuarez at igalia.com>
Date: Tue Feb 2 13:38:49 2021 +0100
v3d: do not emit attribute if has no resource
When emitting the GL shader state, verify the attribute has a resource
bound; otherwise just skip it
v2 (chema):
- Move comment
- Set num_elements_to_emit = 1 if it is 0
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4205
Reviewed-by: Jose Maria Casanova Crespo <jmcasanova at igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez at igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8826>
---
src/gallium/drivers/v3d/v3dx_draw.c | 19 +++++++++++++++----
1 file changed, 15 insertions(+), 4 deletions(-)
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index 0b151b38515..cda31a9517f 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -676,8 +676,14 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
}
job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
- /* See GFXH-930 workaround below */
- uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
+ uint32_t num_elements_to_emit = 0;
+ for (int i = 0; i < vtx->num_elements; i++) {
+ struct pipe_vertex_element *elem = &vtx->pipe[i];
+ struct pipe_vertex_buffer *vb =
+ &vertexbuf->vb[elem->vertex_buffer_index];
+ if (vb->buffer.resource)
+ num_elements_to_emit++;
+ }
uint32_t shader_state_record_length =
cl_packet_length(GL_SHADER_STATE_RECORD);
@@ -690,10 +696,11 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
}
#endif
+ /* See GFXH-930 workaround below */
uint32_t shader_rec_offset =
v3d_cl_ensure_space(&job->indirect,
shader_state_record_length +
- num_elements_to_emit *
+ MAX2(num_elements_to_emit, 1) *
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
32);
@@ -888,6 +895,9 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
&vertexbuf->vb[elem->vertex_buffer_index];
struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
+ if (!rsc)
+ continue;
+
const uint32_t size =
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
cl_emit_with_prepacked(&job->indirect,
@@ -922,7 +932,7 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
}
- if (vtx->num_elements == 0) {
+ if (num_elements_to_emit == 0) {
/* GFXH-930: At least one attribute must be enabled and read
* by CS and VS. If we have no attributes being consumed by
* the shader, set up a dummy to be loaded into the VPM.
@@ -938,6 +948,7 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
attr.number_of_values_read_by_coordinate_shader = 1;
attr.number_of_values_read_by_vertex_shader = 1;
}
+ num_elements_to_emit = 1;
}
cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
More information about the mesa-commit
mailing list