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authorIlia Mirkin <imirkin@alum.mit.edu>2016-03-26 22:32:43 -0400
committerIlia Mirkin <imirkin@alum.mit.edu>2016-03-28 08:35:38 -0400
commit41100b6b44e747b9003937f123fce571fd3dec46 (patch)
tree56bfcded59071a26bc402bd243e68e43be3b18b1 /src/gallium/drivers/nouveau/nvc0/nvc0_surface.c
parentf667d15561820ee9dd8e836d43cce3ee52a4780e (diff)
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nvc0: disable primitive restart and index bias during blits
Back in the dawn of time, we used to do immediate uploads for the vertex data, and all was well. However Maxwell dropped support for immediate vertex data, so we started feeding in a VBO (in all cases). But we forgot to disable some things that apply in such cases, specifically primitive restart and index bias. The latter was causing WoW and other Blizzard games trouble as they use a pattern where they draw with a base vertex (aka index bias), followed by texture uploads (aka blits, internally). Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91526 Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org> Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Tested-by: Karol Herbst <nouveau@karolherbst.de>
Diffstat (limited to 'src/gallium/drivers/nouveau/nvc0/nvc0_surface.c')
-rw-r--r--src/gallium/drivers/nouveau/nvc0/nvc0_surface.c11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/gallium/drivers/nouveau/nvc0/nvc0_surface.c b/src/gallium/drivers/nouveau/nvc0/nvc0_surface.c
index e8b3a4d..3ebacb6 100644
--- a/src/gallium/drivers/nouveau/nvc0/nvc0_surface.c
+++ b/src/gallium/drivers/nouveau/nvc0/nvc0_surface.c
@@ -1303,6 +1303,17 @@ nvc0_blit_3d(struct nvc0_context *nvc0, const struct pipe_blit_info *info)
}
nvc0->state.num_vtxelts = 2;
+ if (nvc0->state.prim_restart) {
+ IMMED_NVC0(push, NVC0_3D(PRIM_RESTART_ENABLE), 0);
+ nvc0->state.prim_restart = 0;
+ }
+
+ if (nvc0->state.index_bias) {
+ IMMED_NVC0(push, NVC0_3D(VB_ELEMENT_BASE), 0);
+ IMMED_NVC0(push, NVC0_3D(VERTEX_ID_BASE), 0);
+ nvc0->state.index_bias = 0;
+ }
+
for (i = 0; i < info->dst.box.depth; ++i, z += dz) {
if (info->dst.box.z + i) {
BEGIN_NVC0(push, NVC0_3D(LAYER), 1);