[Mesa-dev] [PATCH 1/3] st/mesa: recreate sampler view on context change v2
Brian Paul
brianp at vmware.com
Mon Mar 24 09:13:53 PDT 2014
On 03/24/2014 10:04 AM, Christian König wrote:
> Am 24.03.2014 16:36, schrieb Brian Paul:
>> On 03/24/2014 08:06 AM, Christian König wrote:
>>> From: Christian König <christian.koenig at amd.com>
>>>
>>> With shared glx contexts it is possible that a texture is create and
>>> used
>>> in one context and then used in another one resulting in incorrect
>>> sampler view usage.
>>>
>>> v2: avoid template copy
>>>
>>> Signed-off-by: Christian König <christian.koenig at amd.com>
>>> Cc: "10.0 10.1" <mesa-stable at lists.freedesktop.org>
>>> ---
>>> src/mesa/state_tracker/st_atom_texture.c | 7 +++++++
>>> 1 file changed, 7 insertions(+)
>>>
>>> diff --git a/src/mesa/state_tracker/st_atom_texture.c
>>> b/src/mesa/state_tracker/st_atom_texture.c
>>> index 3557a3f..dc7f635 100644
>>> --- a/src/mesa/state_tracker/st_atom_texture.c
>>> +++ b/src/mesa/state_tracker/st_atom_texture.c
>>> @@ -198,6 +198,13 @@ st_get_texture_sampler_view_from_stobj(struct
>>> st_texture_object *stObj,
>>> if (!stObj->sampler_view) {
>>> stObj->sampler_view =
>>> st_create_texture_sampler_view_from_stobj(pipe, stObj,
>>> samp, format);
>>> +
>>> + } else if (stObj->sampler_view->context != pipe) {
>>> + /* Recreate view in correct context, use existing view as
>>> template */
>>> + struct pipe_sampler_view *sv =
>>> + pipe->create_sampler_view(pipe, stObj->pt,
>>> stObj->sampler_view);
>>> + pipe_sampler_view_reference(&stObj->sampler_view, NULL);
>>> + stObj->sampler_view = sv;
>>> }
>>>
>>> return stObj->sampler_view;
>>>
>>
>> My concern with this is if there really are multiple contexts using
>> one texture, we're going to continuously destroy and create sampler
>> views when we validate state. Right?
>
> Yes that's correct and it also concerned me as well.
>
>>
>> Ultimately, the right solution might be to have a list of sampler
>> views per texture, one sampler view per context. Since there usually
>> aren't too many contexts sharing textures, a linked list would
>> probably be OK.
>>
>
> Completely agree, but this patchset is meant to be a bugfix for the
> crashes we experience with 10.x. For master a solution with a linked
> list should work better indeed.
OK, let's put a 'XXX' comment describing that solution in the code for now.
With that, Reviewed-by: Brian Paul <brianp at vmware.com>
Will you try to implement the linked list?
-Brian
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