Only non null resources.
To ensure that relocations are emitted for every resource currently
referred.
svga_screen_cache_flush(svgascreen, fence);
+ /* To force the reemission of rendertargets and texture bindings at
+ * the beginning of every command buffer.
+ */
+ svga->dirty |= SVGA_NEW_COMMAND_BUFFER;
+
if (SVGA_DEBUG & DEBUG_SYNC) {
if (fence)
svga->pipe.screen->fence_finish( svga->pipe.screen, fence, 0);
#define SVGA_NEW_ZERO_STRIDE 0x2000000
#define SVGA_NEW_TEXTURE_FLAGS 0x4000000
#define SVGA_NEW_STENCIL_REF 0x8000000
+#define SVGA_NEW_COMMAND_BUFFER 0x10000000
{
const struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
+ boolean reemit = !!(dirty & SVGA_NEW_COMMAND_BUFFER);
unsigned i;
enum pipe_error ret;
- /* XXX: Need shadow state in svga->hw to eliminate redundant
- * uploads, especially of NULL buffers.
+ /*
+ * We need to reemit non-null surface bindings, even when they are not
+ * dirty, to ensure that the resources are paged in.
*/
for(i = 0; i < PIPE_MAX_COLOR_BUFS; ++i) {
- if (curr->cbufs[i] != hw->cbufs[i]) {
+ if (curr->cbufs[i] != hw->cbufs[i] ||
+ (reemit && hw->cbufs[i])) {
if (svga->curr.nr_fbs++ > 8)
return PIPE_ERROR_OUT_OF_MEMORY;
}
- if (curr->zsbuf != hw->zsbuf) {
+ if (curr->zsbuf != hw->zsbuf ||
+ (reemit && hw->zsbuf)) {
ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, curr->zsbuf);
if (ret != PIPE_OK)
return ret;
struct svga_tracked_state svga_hw_framebuffer =
{
"hw framebuffer state",
- SVGA_NEW_FRAME_BUFFER,
+ SVGA_NEW_FRAME_BUFFER |
+ SVGA_NEW_COMMAND_BUFFER,
emit_framebuffer
};
update_tss_binding(struct svga_context *svga,
unsigned dirty )
{
+ boolean reemit = !!(dirty & SVGA_NEW_COMMAND_BUFFER);
unsigned i;
unsigned count = MAX2( svga->curr.num_sampler_views,
svga->state.hw_draw.num_views );
max_lod);
}
- if (view->dirty) {
+ /*
+ * We need to reemit non-null texture bindings, even when they are not
+ * dirty, to ensure that the resources are paged in.
+ */
+
+ if (view->dirty ||
+ (reemit && view->v)) {
queue.bind[queue.bind_count].unit = i;
queue.bind[queue.bind_count].view = view;
queue.bind_count++;
}
- else if (view->v) {
+ if (!view->dirty && view->v) {
svga_validate_sampler_view(svga, view->v);
}
}
struct svga_tracked_state svga_hw_tss_binding = {
"texture binding emit",
SVGA_NEW_TEXTURE_BINDING |
- SVGA_NEW_SAMPLER,
+ SVGA_NEW_SAMPLER |
+ SVGA_NEW_COMMAND_BUFFER,
update_tss_binding
};