| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Emil Velikov <[email protected]>
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Fixes the following build issue, when building without libudev.
CCLD libGL.la
./.libs/libglx.a(dri2_glx.o): In function `dri2CreateScreen':
src/glx/dri2_glx.c:1186: undefined reference to `loader_open_device'
collect2: ld returned 1 exit status
CCLD libEGL.la
Undefined symbols for architecture x86_64:
"_loader_open_device", referenced from:
_dri2_initialize_x11_dri2 in libegl_dri2.a(platform_x11.o)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91077
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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1000 ms is an extreme value for typical interactive loads. A large
cache has some disadvantages. Search for reusable BOs can take a long
time and memory might get exhausted.
Let's be rather conservative and use half of the old value,
500ms. This is beneficial to some loads on my test system and there
are no regressions.
Reviewed-by: Marek Olšák <[email protected]>
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This is the basic granularity for BO allocations. The alignment also
helps with BO reuse by the cached bufmgr.
This results in a huge 45% speedup in Metro 2033 Redux on my test
system. The game relies on buffer orphaning with very small buffers
(hundreds of bytes in size) and that did not work efficiently
before. This change may also affect other applications and games.
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Trivial.
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Matt, Jason, and I haven't found this useful in a long time.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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But only when doing so is safe according to the
RADEON_INFO_VA_UNMAP_WORKING kernel query.
This avoids kernel GPU VM address range conflicts when the BO has other
references than the GEM handle being closed, e.g. when the BO is shared.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90537
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90873
Cc: "10.5 10.6" <[email protected]>
Reviewed-by: Christian König <[email protected]>
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It returns a new value for each sample in the TLB. We've already avoided
trying to get the same index's color multiple times at the vc4_program.c
level, so we're not losing anything by doing this.
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We've done so for all the other QIR instruction generation in this file.
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It's fairly separate from the rest of the TLB operations at frag end time,
and we'll need to run it multiple times to support MSAA blending.
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It's the same value for loads and stores, because they're basically the
same packet.
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Noticed while trying to add GL_ARB_texture_multisample support to vc4.
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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As of this commit, nothing actually needs the brw_context.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This way we can stop doing is_gles3 checks inside of the compiler.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Previously, these were pulled out of the GL context conditionally based on
whether we were running ff/ARB or a GLSL program. Now, we just pass them
in so that the visitor doesn't have to grab them itself.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Previously, we were pulling it from brw->do_rep_send
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Previously, each shader took 3 shader time indices which were potentially
at arbirary points in the shader time buffer. Now, each shader gets a
single index which refers to 3 consecutive locations in the buffer. This
simplifies some of the logic at the cost of having a magic 3 a few places.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This creates the options at screen cration time and then we just copy them
into the context at context creation time. We also move is_scalar to the
brw_compiler structure.
We also end up manually setting some values that the core would have set by
default for us. Fortunately, there are only two non-zero shader compiler
option defaults that we aren't overriding anyway so this isn't a big deal.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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While we're at it, we'll drop the note about 10-20% performance loss.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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We never used the fact that it was variadic anyway.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Do bufmgr set_debug and set_aub_dump at screen time as well.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2 (Ken): Make shader_debug_log a printf-like function.
v3 (Jason): Add a void * to pass the brw_context through
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be useful for wrapper functions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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We were initializing it in each subclasses' constructors for some
reason.
Reviewed-by: Jordan Justen <[email protected]>
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Coverity sees the if (mode >= BRW_PRIM_OFFSET (128)) test and assumes
that the else-branch might execute for mode to up 127, which out be out
of bounds.
Reviewed-by: Jordan Justen <[email protected]>
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Coverity sees that the functions immediately below the new assertions
dereference these pointers, but is unaware that an ENDIF always follows
an IF, etc.
Reviewed-by: Jordan Justen <[email protected]>
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Can't find any uses of it in git history.
Reviewed-by: Jordan Justen <[email protected]>
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If the stride is 0, the source is a uniform and we should not modify the
stride.
Cc: "10.6" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91047
Reviewed-by: Kenneth Graunke <[email protected]>
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The call to dri2_x11_add_configs_for_visuals (previously
dri2_add_configs_for_visuals) was moved downwards in commit f8c5b8a1,
but appeared again in its original position after its rename in
d019cd81. Remove it.
Cc: "10.5 10.6" <[email protected]>
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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On gen9+ MOCS is an index into a table. It is 7 bits, and AFAICT, bit 0 is for
doing encrypted reads.
I don't recall how I decided to do this for BXT. I don't know this patch was
ever needed, since it seems nothing is broken today on SKL. Furthermore, this
patch may no longer be needed because of the ongoing changes with MOCS setup. It
is what is being used/tested, so it's included in the series.
The chosen values are the old values left shifted. That was also an arbitrary
choice.
v2: Use shift in MOCS to make it clear what we're doing. (Ken)
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Without first running the bo through pushbuf_refn, the nouveau drm
library will have uninitialized structures regarding this bo, and will
insert incorrect data.
This fixes supertuxkart 0.9 crash on start (where it ends up doing a lot
of indirect draws).
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.5 10.6" <[email protected]>
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Since we clear the TFB bufctx binding point above, we need to put all of
the active tfb's back in, even if they haven't changed since last time.
Otherwise the tfb may get moved into sysmem and the underlying mapping
will generate write errors.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.5 10.6" <[email protected]>
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This fixes compilation failures in Dota 2 Reborn where a texture unit
binding point was used that was numerically higher than the max
per stage.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Nick Sarnie <[email protected]>
Cc: "10.5 10.6" <[email protected]>
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The only reason we touch glapi is to dlopen it in order to:
- make sure that the unresolved _glapi* symbols in the dri modules are
provided.
- fetch glFlush() and use it at various stages in the dri2 driver.
Cc: Chih-Wei Huang <[email protected]>
Cc: Eric Anholt <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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The whole of GBM does not rely on even a single symbol from the GL
dispatch library, unsuprisingly. The only need for it comes from the
unresolved symbols in the DRI modules, which are now correctly handled
with Frank's commit.
Cc: "10.5 10.6" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Dri driver libs are not linked to pull in libglapi so gbm_create_device()
fails when it tries to dlopen them (unless the application is linked
with something that does pull in libglapi, like libGL).
Until dri drivers can be fixed properly, dlopen libglapi before trying
to dlopen them.
Cc: "10.5 10.6" <[email protected]>
Signed-off-by: Frank Henigman <[email protected]>
[Emil Velikov: Drop misleading bugzilla link, mention that libname differs]
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The latter is a hard requirement and without it we'll error out later
on in the build.
Cc: "10.5 10.6" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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