On 10/09/2011 09:36 AM, Dave Airlie wrote:
Module: Mesa
Branch: master
Commit: dd20256a1c1566f11e1fa970028f3bb4f05445b7
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=dd20256a1c1566f11e1fa970028f3bb4f05445b7

Author: Dave Airlie<airl...@redhat.com>
Date:   Sun Oct  9 16:35:28 2011 +0100

u_blitter: don't create integer vertex elements unless shader supports them

Should fix https://bugs.freedesktop.org/show_bug.cgi?id=41613

We don't want to create these vertex elements unless the pipe driver
vertex stage can handle integers.

Signed-off-by: Dave Airlie<airl...@redhat.com>

---

  src/gallium/auxiliary/util/u_blitter.c |   49 +++++++++++++++++++-------------
  1 files changed, 29 insertions(+), 20 deletions(-)

diff --git a/src/gallium/auxiliary/util/u_blitter.c 
b/src/gallium/auxiliary/util/u_blitter.c
index 1f8b679..73d1af0 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -109,6 +109,7 @@ struct blitter_context_priv
     unsigned dst_height;

     boolean has_geometry_shader;
+   boolean vertex_has_integers;
  };

  static void blitter_draw_rectangle(struct blitter_context *blitter,
@@ -152,6 +153,9 @@ struct blitter_context *util_blitter_create(struct 
pipe_context *pipe)
     ctx->has_geometry_shader =
        pipe->screen->get_shader_param(pipe->screen, PIPE_SHADER_GEOMETRY,
                                       PIPE_SHADER_CAP_MAX_INSTRUCTIONS)>  0;
+   ctx->vertex_has_integers =
+      pipe->screen->get_shader_param(pipe->screen, PIPE_SHADER_GEOMETRY,
+                                     PIPE_SHADER_CAP_INTEGERS);

     /* blend state objects */
     memset(&blend, 0, sizeof(blend));
@@ -211,27 +215,30 @@ struct blitter_context *util_blitter_create(struct 
pipe_context *pipe)
     }
     ctx->velem_state = pipe->create_vertex_elements_state(pipe, 2,&velem[0]);

-   memset(&velem[0], 0, sizeof(velem[0]) * 2);
-   for (i = 0; i<  2; i++) {
-      velem[i].src_offset = i * 4 * sizeof(float);
-      if (i == 0) {
-         velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
-      } else {
-         velem[i].src_format = PIPE_FORMAT_R32G32B32A32_SINT;
+   if (ctx->vertex_has_integers) {
+      memset(&velem[0], 0, sizeof(velem[0]) * 2);
+      for (i = 0; i<  2; i++) {
+         velem[i].src_offset = i * 4 * sizeof(float);
+         if (i == 0) {
+            velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+         } else {
+            velem[i].src_format = PIPE_FORMAT_R32G32B32A32_SINT;
+         }
        }

I realize that the current code uses a loop here, but it seems like overkill. This seems simpler:

memset(velem, 0, sizeof(velem));
velem[0].src_offset = 0;
velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
velem[1].src_offset = 4 * sizeof(float);
velem[1].src_format = PIPE_FORMAT_R32G32B32A32_SINT;

It's about half the LOC and is easier to read.

Same thing below.


-   }
-   ctx->velem_sint_state = pipe->create_vertex_elements_state(pipe, 
2,&velem[0]);
-
-   memset(&velem[0], 0, sizeof(velem[0]) * 2);
-   for (i = 0; i<  2; i++) {
-      velem[i].src_offset = i * 4 * sizeof(float);
-      if (i == 0) {
-         velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
-      } else {
-         velem[i].src_format = PIPE_FORMAT_R32G32B32A32_UINT;
+      ctx->velem_sint_state = pipe->create_vertex_elements_state(pipe, 
2,&velem[0]);
+
+      memset(&velem[0], 0, sizeof(velem[0]) * 2);
+      for (i = 0; i<  2; i++) {
+         velem[i].src_offset = i * 4 * sizeof(float);
+         if (i == 0) {
+            velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+         } else {
+            velem[i].src_format = PIPE_FORMAT_R32G32B32A32_UINT;
+         }
        }
+      ctx->velem_uint_state = pipe->create_vertex_elements_state(pipe, 
2,&velem[0]);
     }
-   ctx->velem_uint_state = pipe->create_vertex_elements_state(pipe, 
2,&velem[0]);
+
     /* fragment shaders are created on-demand */

     /* vertex shader */
@@ -274,8 +281,10 @@ void util_blitter_destroy(struct blitter_context *blitter)
     pipe->delete_rasterizer_state(pipe, ctx->rs_state);
     pipe->delete_vs_state(pipe, ctx->vs);
     pipe->delete_vertex_elements_state(pipe, ctx->velem_state);
-   pipe->delete_vertex_elements_state(pipe, ctx->velem_sint_state);
-   pipe->delete_vertex_elements_state(pipe, ctx->velem_uint_state);
+   if (ctx->vertex_has_integers) {
+      pipe->delete_vertex_elements_state(pipe, ctx->velem_sint_state);
+      pipe->delete_vertex_elements_state(pipe, ctx->velem_uint_state);
+   }

     for (i = 0; i<  PIPE_MAX_TEXTURE_TYPES; i++) {
        if (ctx->fs_texfetch_col[i])


-Brian
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