Resources are reference-counted, if another object holds a reference to
a resource, it should not free it. Change the resource hashtable destroy
callback to unref.
Currently, this doesn't happen, since the resource hashtable is kept
until the renderer is reset. However, in the next commit, the destroy
callback will be used if a resource is replaced in the hashtable, and we
want to keep the original resource. Furthermore, even if replace
shouldn't happen, it avoids confusion and future errors if use only
reference-counting mechanism.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Since the memcpy() is done over multiple of 4 bytes, over-allocate the
destination buffer to fit multiple of 4 shader length.
Fix found thanks to american fuzzy lop.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Or we could sit for a very long time in some further loops.
Fix found thanks to american fuzzy lop.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
If we didn't run succesfully vrend_destroy_shader_selector(),
sel->sinfo.so_names might be NULL.
Fix found thanks to american fuzzy lop.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Avoid out-of-bound acces of array so_info.output.
Fix found thanks to american fuzzy lop.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
That way an value if (type > PIPE_SHADER_GEOMETRY) guard will actually
work for all values.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
That would later crash in util_format_description() or others
Fix found thanks to american fuzzy lop.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Instead of polling the fences regularly, have a thread
that blocks for a single fence using a separate shared
context, then uses eventfd to wake up the main thread
when something happens.
Inside the guest, glmark2 typicially runs twice as fast with the thread
sync. Although in general, the performances seems to be about +30%. The
benefits is mostly for CPU-bounds tasks (when main the thread hits 100%)
A naive perf stat of the vtest renderer with glmark2 "build" test with a
fixed number of frames (500) results in the following stats data:
(do not value timing related informations, since the renderer is ran and
stopped manually)
without thread:
3032.282265 task-clock (msec) # 0.420 CPUs utilized
4,277 context-switches # 0.001 M/sec
102 cpu-migrations # 0.034 K/sec
9,020 page-faults # 0.003 M/sec
7,884,098,254 cycles # 2.600 GHz
4,440,126,451 stalled-cycles-frontend # 56.32% frontend cycles idle
<not supported> stalled-cycles-backend
11,024,091,578 instructions # 1.40 insns per cycle
# 0.40 stalled
# cycles per insn
1,091,831,588 branches # 360.069 M/sec
5,426,846 branch-misses # 0.50% of all branches
with thread:
3403.592921 task-clock (msec) # 0.452 CPUs utilized
7,145 context-switches # 0.002 M/sec
410 cpu-migrations # 0.120 K/sec
6,191 page-faults # 0.002 M/sec
7,475,038,064 cycles # 2.196 GHz
4,487,043,071 stalled-cycles-frontend # 60.03% frontend cycles idle
<not supported> stalled-cycles-backend
9,925,205,494 instructions # 1.33 insns per cycle
# 0.45 stalled
# cycles per insn
834,375,503 branches # 245.146 M/sec
4,919,995 branch-misses # 0.59% of all branches
Signed-off-by: Marc-André Lureau <marcandre.lureau@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
we aren't using this currently bring it back later if required.
Signed-off-by: Marc-André Lureau <marcandre.lureau@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We aren't using this currently, bring it back if we need it later.
Signed-off-by: Marc-André Lureau <marcandre.lureau@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Create a bunch of temp arrays based on the input TGSI
ranges. Otherwise the temps code triggers a lack of
some passes in the mesa GLSL compiler.
A large shader from shadertoy triggered 1m30s compile in mesa
due to the large temp array.
Reported-by: Marc-André Lureau <marcandre.lureau@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This updates the tgsi code from mesa, it introduces
changes necessary to deal with tessellation and doubles.
It also drops an unused saturate feature, which we didn't
use anyways.