Merge pull request #5856 from stenzek/optimus-crash

Fix ubershader crashes with primus/bumblebee
This commit is contained in:
Anthony 2017-08-05 00:54:28 -07:00 committed by GitHub
commit 3c5112bb21
3 changed files with 50 additions and 6 deletions

View File

@ -148,9 +148,9 @@ bool cInterfaceGLX::Create(void* window_handle, bool stereo, bool core)
if (!ctx || s_glxError)
{
ERROR_LOG(VIDEO, "Unable to create GL context.");
XSetErrorHandler(oldHandler);
return false;
}
XSetErrorHandler(oldHandler);
std::string tmp;
std::istringstream buffer(glXQueryExtensionsString(dpy, screen));
@ -172,8 +172,11 @@ bool cInterfaceGLX::Create(void* window_handle, bool stereo, bool core)
if (!CreateWindowSurface())
{
ERROR_LOG(VIDEO, "Error: CreateWindowSurface failed\n");
XSetErrorHandler(oldHandler);
return false;
}
XSetErrorHandler(oldHandler);
return true;
}
@ -182,6 +185,7 @@ bool cInterfaceGLX::Create(cInterfaceBase* main_context)
cInterfaceGLX* glx_context = static_cast<cInterfaceGLX*>(main_context);
m_has_handle = false;
m_supports_pbuffer = glx_context->m_supports_pbuffer;
dpy = glx_context->dpy;
fbconfig = glx_context->fbconfig;
s_glxError = false;
@ -193,15 +197,18 @@ bool cInterfaceGLX::Create(cInterfaceBase* main_context)
if (!ctx || s_glxError)
{
ERROR_LOG(VIDEO, "Unable to create GL context.");
XSetErrorHandler(oldHandler);
return false;
}
XSetErrorHandler(oldHandler);
if (!CreateWindowSurface())
if (m_supports_pbuffer && !CreateWindowSurface())
{
ERROR_LOG(VIDEO, "Error: CreateWindowSurface failed\n");
XSetErrorHandler(oldHandler);
return false;
}
XSetErrorHandler(oldHandler);
return true;
}
@ -235,7 +242,7 @@ bool cInterfaceGLX::CreateWindowSurface()
win = XWindow.CreateXWindow(m_host_window, vi);
XFree(vi);
}
else
else if (m_supports_pbuffer)
{
win = m_pbuffer = glXCreateGLXPbufferSGIX(dpy, fbconfig, 1, 1, nullptr);
if (!m_pbuffer)
@ -247,11 +254,11 @@ bool cInterfaceGLX::CreateWindowSurface()
void cInterfaceGLX::DestroyWindowSurface()
{
if (!m_pbuffer)
if (m_has_handle)
{
XWindow.DestroyXWindow();
}
else
else if (m_supports_pbuffer && m_pbuffer)
{
glXDestroyGLXPbufferSGIX(dpy, m_pbuffer);
m_pbuffer = 0;

View File

@ -1175,6 +1175,24 @@ void ProgramShaderCache::UberShaderCompileWorkItem::Retrieve()
void ProgramShaderCache::CreatePrerenderArrays(SharedContextData* data)
{
// Create a framebuffer object to render into.
// This is because in EGL, and potentially GLX, we have a surfaceless context.
glGenTextures(1, &data->prerender_FBO_tex);
glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_tex);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glGenTextures(1, &data->prerender_FBO_depth);
glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_depth);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, 1, 1, 1, 0, GL_DEPTH_COMPONENT,
GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glGenFramebuffers(1, &data->prerender_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, data->prerender_FBO);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, data->prerender_FBO_tex, 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, data->prerender_FBO_depth, 0, 0);
// Create VAO for the prerender vertices.
// We don't use the normal VAO map, since we need to change the VBO pointer.
glGenVertexArrays(1, &data->prerender_VAO);
@ -1257,6 +1275,22 @@ void ProgramShaderCache::DestroyPrerenderArrays(SharedContextData* data)
glDeleteBuffers(1, &data->prerender_IBO);
data->prerender_IBO = 0;
}
if (data->prerender_FBO)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &data->prerender_FBO);
data->prerender_FBO = 0;
}
if (data->prerender_FBO_tex)
{
glDeleteTextures(1, &data->prerender_FBO_tex);
data->prerender_FBO_tex = 0;
}
if (data->prerender_FBO_depth)
{
glDeleteTextures(1, &data->prerender_FBO_depth);
data->prerender_FBO_depth = 0;
}
}
void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, u32 primitive_type)

View File

@ -154,6 +154,9 @@ private:
struct SharedContextData
{
std::unique_ptr<cInterfaceBase> context;
GLuint prerender_FBO;
GLuint prerender_FBO_tex;
GLuint prerender_FBO_depth;
GLuint prerender_VBO;
GLuint prerender_VAO;
GLuint prerender_IBO;