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authorRob Clark <[email protected]>2014-09-12 16:52:38 -0400
committerRob Clark <[email protected]>2014-09-12 18:35:39 -0400
commit9b6281a7da02759b0e7570d611e27fe541ffebd6 (patch)
tree8ba9f6e8aad8ec16da5837a8c7d227132a7bbb22 /src/gallium/drivers/freedreno/freedreno_gmem.c
parentd13d2fd16132f351ec7c8184f165faeac3b31bb4 (diff)
freedreno: "fix" problems with excessive flushes
4f338c9b introduced logic to trigger a flush rather than overflowing cmdstream buffer. But the threshold was too low, triggering flushes where they were not needed. This caused problems with games like xonotic. Part of the problem is that we need to mark all state dirty between cmdstream submit ioctls, because we cannot rely on state being preserved across ioctls. But even with that, there are still some problems that are still being debugged. For now: 1) correctly mark all state dirty 2) introduce FD_MESA_DEBUG flush flag to force rendering to be flushed between each draw, to trigger problems (so that I can debug) 3) use a more reasonable threshold so for normal usecases we don't trigger the problems This at least corrects the regression, but there is still more debugging to do. Signed-off-by: Rob Clark <[email protected]>
Diffstat (limited to 'src/gallium/drivers/freedreno/freedreno_gmem.c')
-rw-r--r--src/gallium/drivers/freedreno/freedreno_gmem.c25
1 files changed, 1 insertions, 24 deletions
diff --git a/src/gallium/drivers/freedreno/freedreno_gmem.c b/src/gallium/drivers/freedreno/freedreno_gmem.c
index 661458fe0aa..7e43c2e74ce 100644
--- a/src/gallium/drivers/freedreno/freedreno_gmem.c
+++ b/src/gallium/drivers/freedreno/freedreno_gmem.c
@@ -381,28 +381,5 @@ fd_gmem_render_tiles(struct pipe_context *pctx)
ctx->max_scissor.minx = ctx->max_scissor.miny = ~0;
ctx->max_scissor.maxx = ctx->max_scissor.maxy = 0;
- /* Note that because the per-tile setup and mem2gmem/gmem2mem are emitted
- * after the draw/clear calls, but executed before, we need to preemptively
- * flag some state as dirty before the first draw/clear call.
- *
- * TODO maybe we need to mark all state as dirty to not worry about state
- * being clobbered by other contexts?
- */
- ctx->dirty |= FD_DIRTY_ZSA |
- FD_DIRTY_RASTERIZER |
- FD_DIRTY_FRAMEBUFFER |
- FD_DIRTY_SAMPLE_MASK |
- FD_DIRTY_VIEWPORT |
- FD_DIRTY_CONSTBUF |
- FD_DIRTY_PROG |
- FD_DIRTY_SCISSOR |
- /* probably only needed if we need to mem2gmem on the next
- * draw.. but not sure if there is a good way to know?
- */
- FD_DIRTY_VERTTEX |
- FD_DIRTY_FRAGTEX |
- FD_DIRTY_BLEND;
-
- if (fd_mesa_debug & FD_DBG_DGMEM)
- ctx->dirty = 0xffffffff;
+ ctx->dirty = ~0;
}