| Commit message (Collapse) | Author | Age | Files | Lines |
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Now that the state stream is allocating off of the state pool, there's
no reason why we need the block pool to be separate.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Now that everything is going through the state pools, the block pool no
longer needs to be able to handle re-use.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Since the state_stream is now pulling from a state_pool, the only thing
pulling directly off the block pool is the state pool so we can just
move the block_size there. The one exception is when we allocate
binding tables but we can just reference the state pool there as well.
The only functional change here is that we no longer grow the block pool
immediately upon creation so no BO gets allocated until our first state
allocation.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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The helper functions aren't really gaining us as much as they claim and
are actually about to be in the way.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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We should only use size_t when referring to sizes of bits of CPU memory.
Anything on the GPU or just a regular array length should be a type that
has the same size on both 32 and 64-bit architectures. For state
objects, we use a uint32_t because we'll never allocate a piece of
driver-internal GPU state larger than 2GB (more like 16KB).
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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This just adds the chip in the right places.
We don't set the partial_vs_wave workaround, as radeonsi
doesn't, but have to confirm it's not required.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This ensures that future calls to eglSwapBuffers and eglMakeCurrent emit
an error.
This patch is part of a series for fixing
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface
on Chrome OS x86 devices.
Cc: [email protected]
Cc: Tomasz Figa <[email protected]>
Cc: Tapani Pälli <[email protected]>
Reviewed-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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That is, call ANativeWindow::cancelBuffer in droid_destroy_surface().
This should prevent application deadlock when the app destroys the
EGLSurface after EGL has acquired a buffer from SurfaceFlinger
(ANativeWindow::dequeueBuffer) but before EGL has released it
(ANativeWindow::enqueueBuffer).
This patch is part of a series for fixing
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface
on Chrome OS x86 devices.
Cc: [email protected]
Cc: Tomasz Figa <[email protected]>
Cc: Tapani Pälli <[email protected]>
Reviewed-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Add a new bool, _EGLSurface::Lost, and check it in eglMakeCurrent and
eglSwapBuffers. The EGL 1.5 spec says that those functions emit errors
when the native surface is no longer valid.
This patch just updates core EGL. No driver sets _EGLSurface::Lost yet.
I discovered that Mesa failed to detect lost surfaces while debugging an
Android CTS camera test,
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface.
This patch doesn't fix the test though, though, because the test expects
EGL_BAD_SURFACE when the surface becomes lost, and this patch actually
complies with the EGL spec. If I interpreted the EGL spec correctly,
EGL_BAD_NATIVE_WINDOW or EGL_BAD_CURRENT_SURFACE is the correct error.
Cc: [email protected]
Cc: Tomasz Figa <[email protected]>
Cc: Tapani Pälli <[email protected]>
Reviewed-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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reported by Greg White.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100892
Cc: 17.1 <[email protected]>
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We can just use the new CHVLineWidth field rather than an entirely
different generation's packing function.
v2: Inline the function (requested by Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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We just add another field to gen8.xml for the Cherryview line width,
rather than trying to replicate the gymnastics done in the Vulkan
driver to use gen9 SF pack functions.
Reviewed-by: Jason Ekstrand <[email protected]>
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It works now.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Picked from a different branch. When we stop using the scratch patching,
this function will not be called.
Reviewed-by: Nicolai Hähnle <[email protected]>
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shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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for scratch support
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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at least I think this is correct.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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and rename to si_llvm_optimize_module.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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LLVM 3.8:
- had broken indirect resource indexing
- didn't have scratch coalescing
- was the last user of problematic v16i8
- only supported OpenGL 4.1
This leaves us with LLVM 3.9 and LLVM 4.0 support for Mesa 17.2.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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There is no reason to advertise transfer ability for formats we can't
use for anything else. This stops some CTS tests hitting internal
error for 64-bit types when they see the transfer flags.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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To simplify things for now, since all the gfx shader stages share a
single SSBO state block, only advertise SSBO support for fragment shader
(and compute when we have that). We could possibly use a fixed-
partitioning of the SSBO index space to support SSBOs on other stages
without having to resort to shader variants.
Signed-off-by: Rob Clark <[email protected]>
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TODO cwabbott pointed out a write-after-read hazzard, which effects both
this and arrays. A write needs to depend on *all* reads since the last
write, not just the last read.
Signed-off-by: Rob Clark <[email protected]>
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The generation-independent support for binding shader buffer objects.
Signed-off-by: Rob Clark <[email protected]>
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Sync to the same files from freedreno.git to correct decoding of ldgb/
stgb instructions.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is equivalent to what mesa/st does in glsl_to_tgsi. For most hw
there isn't a particularly good reason to treat these differently.
Signed-off-by: Rob Clark <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Used by the OpenVG codebase.
Signed-off-by: Emil Velikov <[email protected]>
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Replace all instances of mapi_table with the actual struct _glapi_table.
The former may have been needed when the OpenVG was around. But since
that one is long gone, there' no point in having the current confusing
mix of the two.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Currently we would generate a partial one as we do non-shared glapi.
At the same time since it's local, we don't care that much if we have a
few extra bytes of space in the table.
Drop the guard, which allows us to simplify both build system and code.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: Jeremy Huddleston Sequoia <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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