diff options
author | Charmaine Lee <[email protected]> | 2016-05-16 15:12:57 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2016-06-23 07:31:20 -0600 |
commit | d4a77254cb491c8e4a90ecefb0c9ae430bb0278a (patch) | |
tree | 995199f9827a90a2594a96154e783936d7dafcbb /src/gallium/drivers/svga/svga_draw.c | |
parent | 2b81e31d4488ada643560a640aa4c0f6372e9ca7 (diff) |
svga: fix index/vertex buffer surface reference at draw
Currently with the SetVertexBuffers optimization, we avoid emitting
redundant DXSetVertexBuffers commands. However, these buffers surfaces
will still need to be referenced, otherwise, in the case of linux,
the subsequent surface discard map will map to the existing mob instead
of a new one, causing rendering artifacts.
With this patch, we'll call resource_rebind() to reference the resources
even if we are avoiding the actual set command. This fixes the
rendering artifacts in the window title area running with unity in
Ubuntu 14.04
Tested with piglit, glretrace.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
Diffstat (limited to 'src/gallium/drivers/svga/svga_draw.c')
-rw-r--r-- | src/gallium/drivers/svga/svga_draw.c | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/src/gallium/drivers/svga/svga_draw.c b/src/gallium/drivers/svga/svga_draw.c index 872dd7f8954..600df892006 100644 --- a/src/gallium/drivers/svga/svga_draw.c +++ b/src/gallium/drivers/svga/svga_draw.c @@ -577,6 +577,17 @@ draw_vgpu10(struct svga_hwtnl *hwtnl, } } } + else { + /* Even though we can avoid emitting the redundant SetVertexBuffers + * command, we still need to reference the vertex buffers surfaces. + */ + for (i = 0; i < vbuf_count; i++) { + ret = svga->swc->resource_rebind(svga->swc, vbuffer_handles[i], + NULL, SVGA_RELOC_READ); + if (ret != PIPE_OK) + return ret; + } + } } /* Set primitive type (line, tri, etc) */ @@ -609,6 +620,15 @@ draw_vgpu10(struct svga_hwtnl *hwtnl, svga->state.hw_draw.ib_format = indexFormat; svga->state.hw_draw.ib_offset = range->indexArray.offset; } + else { + /* Even though we can avoid emitting the redundant SetIndexBuffer + * command, we still need to reference the index buffer surface. + */ + ret = svga->swc->resource_rebind(svga->swc, ib_handle, + NULL, SVGA_RELOC_READ); + if (ret != PIPE_OK) + return ret; + } if (instance_count > 1) { ret = SVGA3D_vgpu10_DrawIndexedInstanced(svga->swc, |