d693027a00fe5f2cf2b9548b69b50078ec0113be

Huge thanks to Tapani Pälli for debugging this issue, figuring out what was going wrong, proposing fixes, and walking me through where things were going off the rails. BLORP always disables tessellation and geometry shaders. Our handling tried to look at ice->shaders.uncompiled[] to determine whether the next draw needed those shaders. If not, we can leave BLORP's residual state that disabled those stages in place, and skip looking at it. Unfortunately, predicting the future is a bit fraught, in part due to the uncompiled[] and prog[] arrays being slightly out of sync at times. Consider the following case: 1. Draw with tessellation shaders in place => uncompiled[TES] and prog[TES] will both point at valid shaders. 2. Gallium calls pipe->bind_tes_state(NULL). => This makes uncompiled[TES] point at NULL, and flags IRIS_STAGE_DIRTY_UNCOMPILED_TES. Because iris_update_compiled_shaders() hasn't happened yet, uncompiled[TES] is NULL but prog[TES] has the stale TES from the previous draw still. 3. BLORP operations happen => BLORP sees uncompiled[TES] == NULL and decides that tessellation is off for the upcoming draws. So it skips flagging tess state. 4. Gallium calls pipe->bind_tes_state(shader from step #1). => uncompiled[TES] points at the original shader. IRIS_STAGE_DIRTY_UNCOMPILED_TES gets flagged again. 5. Draw again => This calls iris_update_compiled_shaders(), which sees that a TES is bound, and calls iris_update_compiled_tes(). But because the same shader was bound as before, the program it comes up with is identical to the one already bound at ice->shaders.prog[TES]. So, it thinks it doesn't have to flag any tessellation state dirty because it was already set up for the last draw. This random unbind and rebind between draws leads to a situation where, at step #3, BLORP thinks it can skip flagging tessellation state (nothing is bound), and at step #5, normal state handling thinks it can skip flagging tessellation state (nothing changed since last time). So nobody does, and things break. This unbind appears to be happening when st_release_variants() decides it wants to free some shaders. Then a rebind happens to put back the actual shader for the draw. So, it's not theoretical. To fix this, we change BLORP to look at ice->shaders.prog[] rather than uncompiled[]. This is equivalent to thinking about the previous draw, rather than the next. If the last draw had tessellation off, then BLORP's disabling was a no-op, and the GPU is still in the same state as the previous draw. This is more reliable than predicting the future. Cc: mesa-stable Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8308 Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9678 Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24880>
`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library ====================================================== Source ------ This repository lives at https://gitlab.freedesktop.org/mesa/mesa. Other repositories are likely forks, and code found there is not supported. Build & install --------------- You can find more information in our documentation (`docs/install.rst <https://mesa3d.org/install.html>`_), but the recommended way is to use Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_): .. code-block:: sh $ mkdir build $ cd build $ meson .. $ sudo ninja install Support ------- Many Mesa devs hang on IRC; if you're not sure which channel is appropriate, you should ask your question on `OFTC's #dri-devel <irc://irc.oftc.net/dri-devel>`_, someone will redirect you if necessary. Remember that not everyone is in the same timezone as you, so it might take a while before someone qualified sees your question. To figure out who you're talking to, or which nick to ping for your question, check out `Who's Who on IRC <https://dri.freedesktop.org/wiki/WhosWho/>`_. The next best option is to ask your question in an email to the mailing lists: `mesa-dev\@lists.freedesktop.org <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_ Bug reports ----------- If you think something isn't working properly, please file a bug report (`docs/bugs.rst <https://mesa3d.org/bugs.html>`_). Contributing ------------ Contributions are welcome, and step-by-step instructions can be found in our documentation (`docs/submittingpatches.rst <https://mesa3d.org/submittingpatches.html>`_). Note that Mesa uses gitlab for patches submission, review and discussions.
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