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glthread: add an option to make glCheckFramebufferStatus a no-op
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13403>
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@ -31,6 +31,7 @@ DRI_CONF_SECTION_DEBUG
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DRI_CONF_GLSL_CORRECT_DERIVATIVES_AFTER_DISCARD(false)
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DRI_CONF_GLSL_IGNORE_WRITE_TO_READONLY_VAR(false)
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DRI_CONF_ALLOW_DRAW_OUT_OF_ORDER(false)
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DRI_CONF_GLTHREAD_NOP_CHECK_FRAMEBUFFER_STATUS(false)
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DRI_CONF_FORCE_COMPAT_PROFILE(false)
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DRI_CONF_FORCE_GL_NAMES_REUSE(false)
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DRI_CONF_TRANSCODE_ETC(false)
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@ -58,6 +58,7 @@ u_driconf_fill_st_options(struct st_config_options *options,
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query_bool_option(force_glsl_abs_sqrt);
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query_bool_option(allow_glsl_cross_stage_interpolation_mismatch);
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query_bool_option(allow_draw_out_of_order);
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query_bool_option(glthread_nop_check_framebuffer_status);
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query_bool_option(ignore_map_unsynchronized);
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query_bool_option(force_gl_names_reuse);
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query_bool_option(transcode_etc);
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@ -234,6 +234,7 @@ struct st_config_options
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bool force_glsl_abs_sqrt;
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bool allow_glsl_cross_stage_interpolation_mismatch;
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bool allow_draw_out_of_order;
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bool glthread_nop_check_framebuffer_status;
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bool ignore_map_unsynchronized;
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bool force_integer_tex_nearest;
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bool force_gl_names_reuse;
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@ -220,7 +220,8 @@
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<glx vendorpriv="1426" always_array="true"/>
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</function>
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<function name="CheckFramebufferStatus" es2="2.0" no_error="true">
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<function name="CheckFramebufferStatus" es2="2.0" no_error="true"
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marshal_call_before="if (ctx->Const.GLThreadNopCheckFramebufferStatus) return GL_FRAMEBUFFER_COMPLETE;">
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<param name="target" type="GLenum"/>
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<return type="GLenum"/>
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<glx vendorpriv="1427"/>
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@ -4305,6 +4305,13 @@ struct gl_constants
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* produce 0 instead of leaving the texture content undefined).
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*/
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bool NoClippingOnCopyTex;
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/**
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* Force glthread to always return GL_FRAMEBUFFER_COMPLETE to prevent
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* synchronization. Used for apps that call it every frame or multiple times
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* a frame, but always getting framebuffer completeness.
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*/
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bool GLThreadNopCheckFramebufferStatus;
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};
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@ -1840,6 +1840,7 @@ void st_init_extensions(struct pipe_screen *screen,
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}
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consts->AllowDrawOutOfOrder = options->allow_draw_out_of_order;
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consts->GLThreadNopCheckFramebufferStatus = options->glthread_nop_check_framebuffer_status;
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bool prefer_nir = PIPE_SHADER_IR_NIR ==
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screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_PREFERRED_IR);
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@ -766,6 +766,7 @@ TODO: document the other workarounds.
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<option name="radeonsi_zerovram" value="true" />
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</application>
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<application name="SPECviewperf13" executable="viewperf">
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<option name="glthread_nop_check_framebuffer_status" value="true" />
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<option name="radeonsi_sync_compile" value="true" />
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<option name="radeonsi_clamp_div_by_zero" value="true" />
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<option name="radeonsi_tc_max_cpu_storage_size" value="1000" />
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@ -216,6 +216,10 @@
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DRI_CONF_OPT_B(allow_draw_out_of_order, def, \
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"Allow out-of-order draw optimizations. Set when Z fighting doesn't have to be accurate.")
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#define DRI_CONF_GLTHREAD_NOP_CHECK_FRAMEBUFFER_STATUS(def) \
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DRI_CONF_OPT_B(glthread_nop_check_framebuffer_status, def, \
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"glthread always returns GL_FRAMEBUFFER_COMPLETE to prevent synchronization.")
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#define DRI_CONF_FORCE_GL_VENDOR() \
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DRI_CONF_OPT_S_NODEF(force_gl_vendor, "Override GPU vendor string.")
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