| Commit message (Collapse) | Author | Age | Files | Lines |
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Doing that is clearly a bug. We can't quite assert as st/mesa may hit this,
but increase at least visibility of it a bit.
(For the non-refcounted objects it would be illegal too, but we can't detect
that unless we'd store the context ourselves. Plus, those don't tend to cause
random crashes at context or object destruction time... So just sampler views,
surfaces and so targets for now.)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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D3D10 allows setting of the internal offset of a buffer, which is
in general only incremented via actual stream output writes. By
allowing setting of the internal offset draw_auto is capable
of rendering from buffers which have not been actually streamed
out to. Our interface didn't allow. This change functionally
shouldn't make any difference to OpenGL where instead of an
append_bitmask you just get a real array where -1 means append
(like in D3D) and 0 means do not append.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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This reverts commit 41966fdb3b71c0b70aeb095e0eb3c5626c144a3a.
While it's a lot cleaner it causes regressions because
the draw interface is always called from the draw functions
of the drivers (because the buffers need to be mapped) which
means that the stream output buffers endup being cleared on
every draw rather than on setting.
Signed-off-by: Zack Rusin <zackr@vmware.com>
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Moves clearing of the draw so target buffers to the draw
module. They had to be cleared in the drivers before
which was quite messy.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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We need to reset the internal state of the so buffers or we'll
keep appending even though we're not supposed to.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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I'd written most of this ages ago, but never finished it off.
This passes 115/130 piglit tests so far. I'll look into the
others as time permits.
v1.1: fix calloc return check as suggested by Jose.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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There are 3 changes:
1) stride is specified for each buffer, not just one, so that drivers don't
have to derive it from the outputs
2) new per-output property dst_offset, which specifies the offset
into the buffer in dwords where the output should be stored,
so that drivers don't have to compute the offsets manually;
this will also be useful for gl_SkipComponents
from ARB_transform_feedback3
3) register_mask is removed, instead, there is start_component
and num_components; register_mask with non-consecutive 1s
doesn't make much sense (some hardware cannot do packing of components)
Christoph Bumiller: fixed nvc0.
v2: resolve merge conflicts in Draw and clean it up
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My fault, I broke it with v5 of 861a029ddb31e91bb4d8e18ab708d0d172f63aad.
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Namely:
- EXT_transform_feedback
- ARB_transform_feedback2
- ARB_transform_feedback_instanced
The old interface was not useful for OpenGL and had to be reworked.
This interface was originally designed for OpenGL, but additional
changes have been made in order to make st/d3d1x support easier.
The most notable change is the stream-out info must be linked
with a vertex or geometry shader and cannot be set independently.
This is due to limitations of existing hardware (special shader
instructions must be used to write into stream-out buffers),
and it's also how OpenGL works (stream outputs must be specified
prior to linking shaders).
Other than that, each stream output buffer has a "view" into it that
internally maintains the number of bytes which have been written
into it. (one buffer can be bound in several different transform
feedback objects in OpenGL, so we must be able to have several views
around) The set_stream_output_targets function contains a parameter
saying whether new data should be appended or not.
Also, the view can optionally be used to provide the vertex
count for draw_vbo. Note that the count is supposed to be stored
in device memory and the CPU never gets to know its value.
OpenGL way | Gallium way
------------------------------------
BeginTF = set_so_targets(append_bitmask = 0)
PauseTF = set_so_targets(num_targets = 0)
ResumeTF = set_so_targets(append_bitmask = ~0)
EndTF = set_so_targets(num_targets = 0)
DrawTF = use pipe_draw_info::count_from_stream_output
v2: * removed the reset_stream_output_targets function
* added a parameter append_bitmask to set_stream_output_targets,
each bit specifies whether new data should be appended to each
buffer or not.
v3: * added PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME for ARB_tfb2,
note that the draw-auto subset is always required (for d3d10),
only the pause/resume functionality is limited if the CAP is not
advertised
v4: * update gallium/docs
v5: * compactified struct pipe_stream_output_info, updated dump/trace
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I am going to make interface changes and I don't want to break compilation.
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