On Wed, 20 Jul 2011 01:25:40 +0100, Chris Wilson <ch...@chris-wilson.co.uk> 
wrote:
> On Tue, 19 Jul 2011 15:44:12 -0700, Eric Anholt <e...@anholt.net> wrote:
> > The behavior of flushes in the hardware is a maze of twisty passages,
> > and strangely the VS constants appear to be loaded during a pipeline
> > flush instead of at the time of the packet emit according to the
> > simulator.  On moving the STATE_BASE_ADDRESS packet to where it really
> > needed to live (in order for data loads by other packets to be
> > correct), we sometimes no longer got a flush between those packets
> > where we apparently needed it.  This replicates the flushes implied by
> > a STATE_BASE_ADDRESS update, fixing the GPU hangs in OGLC and the
> > "engine" demo.
> 
> Whilst you are deep in flushing territory, do you know of any similar
> rules regarding 3DSTATE_CC_STATE_POINTERS? rendercheck demands a NP or
> flush before the blend mode is changed.
> -Chris

Haven't seen anything to do with that, other than "got to redo this when
you STATE_BASE_ADDRESS".

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