[Mesa-dev] [PATCH 1/2] i915: set SPRITE_POINT_ENABLE bit correctly
Eric Anholt
eric at anholt.net
Wed Mar 28 13:21:18 PDT 2012
On Sat, 17 Mar 2012 10:58:27 +0800, Liu Aleaxander <aleaxander at gmail.com> wrote:
> On Sat, Mar 17, 2012 at 1:57 AM, Eric Anholt <eric at anholt.net> wrote:
> > On Mon, 12 Mar 2012 16:04:00 +0800, Yuanhan Liu <yuanhan.liu at linux.intel.com> wrote:
> >> /**********************************************************************/
> >> /* High level hooks for t_vb_render.c */
> >> @@ -1070,6 +1112,15 @@ intelRunPipeline(struct gl_context * ctx)
> >> if (ctx->NewState)
> >> _mesa_update_state_locked(ctx);
> >>
> >> + /*
> >> + * Enable POINT_SPRITE_ENABLE bit when needed here
> >> + *
> >> + * Handle it at _draw_ time so that we can guarantee the CoordReplace
> >> + * changes handled well. And we must do it before the tnl pipeline is
> >> + * running so that we can fallback when finding something goes wrong.
> >> + */
> >> + intel_validate_sprite_point_enable(intel);
> >
> > Other computed state happens in i915InvalidateState. Why does this one
> > go here?
>
> A nice point. Yeah, I should do the stuff there.
>
> So, how about the following patch
>
> (note: I haven't tested the patch yet since I don't have hardware for
> testing at home, but it should work ;)
> (send from my gmail account, the format may not good, sorry for that)
>
> ---
>
> From 34964ef86aad7361cb4f3f5f73ae4e42928a4b31 Mon Sep 17 00:00:00 2001
> From: Yuanhan Liu <yuanhan.liu at linux.intel.com>
> Date: Sat, 17 Mar 2012 10:48:23 +0800
> Subject: [PATCH] i915: set SPRITE_POINT_ENABLE bit correctly
>
> When SPRITE_POINT_ENABLE bit is set, the texture coord would be
> replaced, and this is only needed when we called something like
> glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE).
>
> And more, we currently handle varying inputs as texture coord,
> we would be careful when setting this bit and set it just when
> needed, or you will find the value of varying input is not right
> and changed.
>
> Thus we do set SPRITE_POINT_ENABLE bit only when all enabled tex
> coord units need do CoordReplace. Or fallback is needed to make
> sure the rendering is right.
>
> With handling the bit setup at i915_update_sprite_point_enable(),
> we don't need the relative code at i915Enable then.
>
> This patch would _really_ fix the webglc point-size.html test case and
> of course, not regress piglit point-sprite and glean-pointSprite
> testcase.
>
> NOTE: This is a candidate for stable release branches.
>
> v2: fallback just when all enabled tex coord units need do
> CoordReplace(Eric).
> v3: move the sprite point validate code at I915InvalidateState(Eric)
>
> Signed-off-by: Yuanhan Liu <yuanhan.liu at linux.intel.com>
> ---
> src/mesa/drivers/dri/i915/i915_context.c | 2 +
> src/mesa/drivers/dri/i915/i915_context.h | 2 +
> src/mesa/drivers/dri/i915/i915_state.c | 53 +++++++++++++++++++++++-------
> src/mesa/drivers/dri/i915/intel_tris.c | 1 +
> 4 files changed, 46 insertions(+), 12 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i915/i915_context.c
> b/src/mesa/drivers/dri/i915/i915_context.c
> index 36563ef..d7785be 100644
> --- a/src/mesa/drivers/dri/i915/i915_context.c
> +++ b/src/mesa/drivers/dri/i915/i915_context.c
> @@ -76,6 +76,8 @@ i915InvalidateState(struct gl_context * ctx, GLuint new_state)
> i915_update_provoking_vertex(ctx);
> if (new_state & (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS))
> i915_update_program(ctx);
> + if (new_state & _NEW_POINT)
> + i915_update_sprite_point_enable(ctx);
> }
> +void
> +i915_update_sprite_point_enable(struct gl_context *ctx)
> +{
> + struct intel_context *intel = intel_context(ctx);
In the next two lines, you make use of _NEW_PROGRAM-governed state, but
you only call this function based on _NEW_POINT.
In the i965 driver, we annotate state usage with /* _NEW_WHATEVER */ so
the reader can see what state is being used, and make sure that it's
reflected in the caller.
> + struct i915_fragment_program *p =
> + (struct i915_fragment_program *) ctx->FragmentProgram._Current;
> + const GLbitfield64 inputsRead = p->FragProg.Base.InputsRead;
> + struct i915_context *i915 = i915_context(ctx);
> + GLuint s4 = i915->state.Ctx[I915_CTXREG_LIS4] & ~S4_VFMT_MASK;
> + int i;
> + GLuint coord_replace_bits = 0x0;
> + GLuint tex_coord_unit_bits = 0x0;
> +
> + for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
> + if (ctx->Point.CoordReplace[i] && ctx->Point.PointSprite)
> + coord_replace_bits |= (1 << i);
> + if (inputsRead & FRAG_BIT_TEX(i))
> + tex_coord_unit_bits |= (1 << i);
> + }
> +
> + s4 &= ~S4_SPRITE_POINT_ENABLE;
> + s4 |= (coord_replace_bits && coord_replace_bits == tex_coord_unit_bits) ?
> + S4_SPRITE_POINT_ENABLE : 0;
> + if (s4 != i915->state.Ctx[I915_CTXREG_LIS4]) {
> + i915->state.Ctx[I915_CTXREG_LIS4] = s4;
> + I915_STATECHANGE(i915, I915_UPLOAD_CTX);
> + }
> +}
This still looks wrong to me. Take a shader reading gl_PointCoord with
point sprite enabled, and also a user-defined varying.
tex_coord_unit_bits will be 0, coord_replace_bits will be 0, and
gl_PointCoord will get garbage.
I specifically mention a user-defined varying, because one might be
tempted to replace the first check for coord_replace_bits with
(coord_replace_bits || (inputsRead & FRAG_ATTRIB_PNTC)), which would
then trash the user-defined varying.
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