On 13 April 2017 at 03:39, Constantine Kharlamov <hi-an...@yandex.ru> wrote: > On 12.04.2017 18:53, Marek Olšák wrote: >> On Wed, Apr 12, 2017 at 4:44 PM, Markus Trippelsdorf >> <mar...@trippelsdorf.de> wrote: >>> On 2017.04.10 at 22:48 +0200, Marek Olšák wrote: >>>> Pushed the series, thanks! >>>> >>>> Marek >>>> >>>> On Mon, Apr 10, 2017 at 10:04 PM, Constantine Kharlamov >>>> <hi-an...@yandex.ru> wrote: >>>>> The idea is taken from radeonsi. The code mostly was already checking for >>>>> null >>>>> pixel shader, so little checks had to be added. >>>>> >>>>> Interestingly, acc. to testing with GTAⅣ, though binding of null shader >>>>> happens >>>>> a lot at the start (then just stops), but draw_vbo() never actually sees >>>>> null >>>>> ps. >>>>> >>>>> v2: added a check I missed because of a macros using a prefix to choose >>>>> a shader. >>> >>> This commit causes ring 0 stalls on r600: >>> https://bugs.freedesktop.org/show_bug.cgi?id=100663 >> >> Thanks, I reverted the commit. >> >> Marek > > Marek: do you have an idea why does it work for radeonsi though? I have > almost no > experience to graphics, so the only assumption comes to my mind: some > r600g-managed > card-specific behavior.
Blindly porting stuff from radeonsi without understanding the differences in the hardware and drivers isn't going to be a great strategy, as you aren't really learning more than the moving code around. I suspect this breaks because r600 more often fails to compile some shaders, and the hw requires a fragment shader and we use the empty one as a fallback in that case. Dave. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev