It was TexSubImage, and i added FLUSH_CURRENT after
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH and it seems to fix the issue. The
difference between the two is that one triggers on NeedFlush &
FLUSH_UPDATE_CURRENT and the other on NeedFlush &
FLUSH_STORED_VERTICES. Any idea what the problem is?

Maarten.

On Tue, Dec 8, 2009 at 3:36 PM, Keith Whitwell <kei...@vmware.com> wrote:
> On Fri, 2009-12-04 at 13:51 -0800, Maarten Maathuis wrote:
>> I recently noticed a regression in the nv50 gallium driver, with a few
>> hours of bisecting i figured out i need FLUSH_CURRENT called
>> unconditionally in st_teximage_flush_before_map(). Otherwise in
>> warzone2100 several small textures (glyphs) go missing. Does this make
>> any sense or perhaps provide a hint as to the real problem. One other
>> person has tried and could not reproduce this issue. I've tried doing
>> a 100 msec wait instead and gpu flush (FLUSH_FRAME to be precise) +
>> 100 msec wait. Neither work, which leads me to believe something is
>> still stuck in the state tracker.
>
> Maarten,
>
> FLUSH_CURRENT really just flushes internal Mesa state, rather than doing
> anything to the GPU or driver.  In particular it will:
>
>  - Make sure the VBO module issues any pending draw commands
>  - Asks the VBO module to update ctx->Current.Attrib[]
>  - Similarly for ctx->Light.MatAttrib[]
>  - And provokes the unmapping of the in-progress immediate VBO.
>
> Most of this is also done by ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(), which
> is being called at the top of _mesa_TexImage2D().
>
> So it's a surprise that calling FLUSH_CURRENT has any effect, as it
> really just updates a few mesa internal values once ASSERT_OUTSIDE...()
> has been called.
>
> What would happen if you lifted your FLUSH_CURRENT up into the highest
> mesa function on the callstack?
>
> Keith
>
>

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