On 10/06/16 15:40, Roland Scheidegger wrote:
Am 10.06.2016 um 12:38 schrieb Marek Olšák:
On Fri, Jun 10, 2016 at 6:19 AM, Roland Scheidegger <srol...@vmware.com> wrote:
Am 10.06.2016 um 05:14 schrieb Ilia Mirkin:
On Thu, Jun 9, 2016 at 11:13 PM, Roland Scheidegger <srol...@vmware.com> wrote:
Am 10.06.2016 um 04:58 schrieb Roland Scheidegger:
Am 10.06.2016 um 03:11 schrieb Ilia Mirkin:
On Thu, Jun 9, 2016 at 9:07 PM, Ilia Mirkin <imir...@alum.mit.edu> wrote:
On Wed, Jun 8, 2016 at 5:48 PM, Fredrik Höglund <fred...@kde.org> wrote:
On Wednesday 08 June 2016, Ilia Mirkin wrote:
Glancing at the code (I don't even have a piglit checkout here):

static void
set_ubo_binding(struct gl_context *ctx, ...)
...
    /* If this is a real buffer object, mark it has having been used
     * at some point as a UBO.
     */
    if (size >= 0)
       bufObj->UsageHistory |= USAGE_UNIFORM_BUFFER;

That seems bogus - what if the current size is 0 (unallocated), the
buffer object gets bound to a UBO endpoint, and then someone goes in
and does glBufferData()? Same for set_ssbo_binding.

   -ilia

The test is greater than or equal to zero, so the UsageHistory should
be set even when the buffer is unallocated.

Right, duh.


But the piglit test doesn't bind the buffer as a uniform buffer before
it allocates it.  It allocates the buffer first with glNamedBufferData(),
and then binds it.  The UsageHistory is still set to the default value in
the glNamedBufferData() call, since the buffer has never been bound
at that point.  But the uniform buffer state should still be marked as
dirty in the glBindBufferRange() call.  I think this failure suggests
that that doesn't happen for some reason.

I haven't looked in GREAT detail, but the test does pass on nv50,
nvc0, and softpipe. It only fails on llvmpipe.

Brian, this might be out of my comfort area to figure out... Given
that it's working on the other drivers, that seems more likely to be a
failing of llvmpipe somehow.

Another observation is that the square sizes/shapes are all correct.
However the colors are all of the first square (red). So it seems like
some issue is happening for the fragment shader, but not vertex.


I've looked at this briefly and I'm not sure who's to blame.
It goes something like this:
- we don't get any set_constant_buffer calls anymore when the contents
of the buffer change. I don't think that's ok, looks like a bug to me?
Granted it's still the same buffer, just modfying a bound one.

- when the contents are updated, it ends up in some transfer stuff as
expected, in the end llvmpipe_transfer_map(). This checks if the
resource is referenced in the current scene, if so it would flush -
however this is only done for textures and rts (because UBO contents are
indeed copied to the scene, not referenced, this is quite ok here, we
don't want to flush).

- on the next draw, we'd check the dirty bits - we never got
set_constant_buffer (which would set LP_NEW_CONSTANTS and in turn
LP_SETUP_NEW_CONSTANTS), and llvmpipe_transfer_map didn't do anything,
so we don't pick up the changed contents, and continue to use the old
copied ones.

We could check if buffers are referenced in the scene and set the
LP_NEW_CONSTANTS bit accordingly, but I'm not sure what the st is doing
is really ok? (For vs, it doesn't matter that we miss the update - as
the offsets etc. are all the same the vs will just pick up the changes
automatically as we don't copy anything since this stuff all runs
synchronously.)



Err actually this analysis is flawed.
llvmpipe would indeed check in llvmpipe_transfer_map() if a currently
bound constant buffer is changed and hence set LP_NEW_CONSTANTS accordingly.
But it doesn't because the buffer doesn't have the
PIPE_BIND_CONSTANT_BUFFER usage flag set (so, strictly speaking, it
would be illegal to bind it as such, but this is never enforced). In
fact it doesn't have _any_ bind flag set.
So I blame the GL api, but I don't know how to fix this mess cleanly (we
don't really want to ignore bind flags completely).

Ah yeah, rookie mistake. pipe_resource->bind is only there to confuse
you. If you use it for anything after resource creation, that's a bug.


This was designed in gallium with dx10 in mind, which has a proper api
for this. But I suppose the only way to fix it in the mesa state tracker
would be to just set ALL possible bind flags for buffers always...

Or you can assume bind == 0 means all flags are set.

Yes in this case, but I don't think that really helps. Even when using
the old gl api for setting this, the target (and hence the bind flag)
may be something completely different than the actual usage.

I'd rather have GL renderer set all possible bind flags.

And if the excess of bind flags leads certain drivers to significant inefficiencies, then those drivers can internally track exactly where those buffers/resources have been bound (similar to Roland's recent proposed patch for llvmpipe.)

(And if it turns out that all drivers end up ignoring the state tracker bind flags and just track bindings internally, we could even elimiate bind altogether. But my hunch is that bind flags are useful. So one step at a time.)

Honestly have anything except this unenforced contract would be better.

Jose
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