[Mesa-dev] r600: performance reading from staging texture

2012-08-31 Thread Vic Lee
Hi, In my application, I need to read pixels back to system memory for every rendered frame. My approach is to create a chain of textures with PIPE_USAGE_STAGING flag, and copy the render target to the staging textures before reading them to avoid pipeline stall. Now I found out as in the pa

Re: [Mesa-dev] [PATCH] svga: Check vs and fs pointer when updating states.

2012-03-09 Thread Vic Lee
On 03/09/2012 11:19 PM, Brian Paul wrote: Vic, it looks like your code is slightly out of date. In current git/master, line 148 reads: unsigned generic_inputs = svga->curr.fs ? svga->curr.fs->generic_inputs : 0; Zack added the null ptr check in January with commit cff0eac702

Re: [Mesa-dev] [PATCH] svga: Check vs and fs pointer when updating states.

2012-03-08 Thread Vic Lee
_pipe_clear.c:118 #5 0x0042dd0e in main (argc=1, argv=0x7fffe718) at test.c:97 (gdb) On 03/08/2012 01:34 AM, Brian Paul wrote: On 03/07/2012 10:01 AM, Vic Lee wrote: Hi Brian, On 03/07/2012 11:44 PM, Brian Paul wrote: On 03/07/2012 01:08 AM, Vic Lee wrote: Hi Brian, I created a smalle

Re: [Mesa-dev] [PATCH] svga: Check vs and fs pointer when updating states.

2012-03-07 Thread Vic Lee
Hi Brian, On 03/07/2012 11:44 PM, Brian Paul wrote: On 03/07/2012 01:08 AM, Vic Lee wrote: Hi Brian, I created a smallest possible test case to reproduce the segfault, as attached. OK, I was assuming that you found this with an OpenGL program, not with a custom direct-to-gallium program

Re: [Mesa-dev] [PATCH] svga: Check vs and fs pointer when updating states.

2012-03-07 Thread Vic Lee
On 03/06/2012 07:44 AM, Brian Paul wrote: On 03/03/2012 04:17 AM, Vic Lee wrote: This patch fix segfault if an application clears a render target before setting any vertex or fragment shaders, which is a legal situation. I can't seem to trigger this problem with a test program. Can you p

[Mesa-dev] [PATCH] svga: Check vs and fs pointer when updating states.

2012-03-03 Thread Vic Lee
This patch fix segfault if an application clears a render target before setting any vertex or fragment shaders, which is a legal situation. Vic >From 1de6aa23d3e472db7deb819e52b1f75ac09fca55 Mon Sep 17 00:00:00 2001 From: Vic Lee Date: Sat, 3 Mar 2012 05:57:16 -0500 Subject: [PATCH] s