| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Set up new states that the blob started setting for GC3000 consistently.
This makes sure that when another test or driver leaves the GPU in
unpredictable state, these states are set up correctly for our
rendering.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Setting PA_VIEWPORT_UNK state correctly is necessary to make point sprite
rendering on GC3000 work.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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A two-component dot product instruction is supported with HALTI2, use it
on hardware that supports it.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Support opcodes with bit 6 set in assembler, and assert that only ops
0x00..0x7f are used.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Currently we are blitting the whole resource when the RS is used to
de-/tile a resource. This can be very inefficient for large resources
where the transfer is only changing a small part of the resource
(happens a lot with glTexSubImage2D).
Optimize this by only blitting the tile aligned subregion of the
resource, which the transfer is going to change.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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This is useful if we only need to copy part of a larger resource, mostly
when using the RS engine to de-/tile on pipe transfers.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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The RS can blit abitrary tile aligned subregions of a resource by
adjusting the buffer offset.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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Add missing includes after 6ace0b8 (etnaviv: don't enable RT
full-overwrite when logicop is enabled), otherwise the etnaviv driver
won't build because of missing macros.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Tested-by: Andres Gomez <[email protected]>
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util_pack_color may leave undefined values in the upper half of the packed
integer. As our hardware needs the upper 16 bits to mirror the lower 16bits,
this breaks clears of those formats if the undefined values aren't masked off.
I've only observed the issue with R5G6B5_UNORM surfaces, other 16bpp
formats seem to work fine.
Fixes: d6aa2ba2b2 (etnaviv: replace translate_clear_color with util_pack_color)
Cc: [email protected]
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Logicop is a form of blending with the framebuffer, so we must allow
framebuffer reads when logicop is enabled.
Fixes: piglit gl-1.0-logicop on GC3000, which has logicop support
Signed-off-by: Lucas Stach <[email protected]>
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Denotes availability of 64bit int atomic instructions
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Also add new define ETNA_SW_QUERY_BASE.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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This change makes etna_get_driver_query_info(..) more generic
and puts the knowledge of supported queries directly besides
the implementation.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Denotes native half precision float operations capability
v2: PIPE_CAP_HALFS -> PIPE_SHADER_CAP_FP16
fix indentation
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Found by code inspection.
Fixes: c9e8b49b885 ("etnaviv: gallium driver for Vivante GPUs")
Cc: [email protected]
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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use COS+SIN instead.
Reviewed-by: Roland Scheidegger <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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use MUL+MAD+MOV instead.
Reviewed-by: Roland Scheidegger <[email protected]>
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use DP4 or DP3 + ADD.
Reviewed-by: Roland Scheidegger <[email protected]>
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use DP3 instead.
Reviewed-by: Roland Scheidegger <[email protected]>
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R8_UNORM textures can be emulated by means of L8 and a swizzle.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This patch adds support for large shaders on GC3000. For example the "terrain"
glmark benchmark with a large fragment shader will work after this.
If the GPU supports ICACHE, shaders larger than the available state area will
be uploaded to a bo of their own and instructed to be loaded from memory on
demand. Small shaders will be uploaded in the usual way. This mimics the
behavior of the blob.
On GPUs that don't support ICACHE, this patch should make no difference.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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GC3000 has changed from a separate store for VS and PS uniforms
to a single, unified one. There is backwards compatibilty functionalty,
however this does not work correctly together with ICACHE.
This patch adds explicit support, although in the simplest way possible:
the PS/VS uniforms split is still fixed and hardcoded. It should
make no difference on hardware that does not have unified uniform
memory.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This can be used to guard support for EXT_memory_object and related
extensions.
v2: update gallium docs
v3 (Timothy Arceri):
- add cap to nv50
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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v2: rename cap to PIPE_CAP_QUERY_SO_OVERFLOW and be a bit more explicit
in the documentation
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Fill the entire array instead of just a quarter. This avoids
crashes with large shaders.
(currently this never causes a problem because shaders larger than 2048/4
instructions are not supported by this driver on any hardware, but it will
cause problems in the future)
Fixes: ec436051899 ("etnaviv: fix shader miscompilation with more than 16 labels")
Cc: [email protected]
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Remove the following duplicates from the formats table:
- R8G8B8A8_UNORM (V_,_T)
- R8G8B8X8_UNORM (_T,_T)
- DXT3_RGBA (_T,_T)
Only the first has an effect because the _T overrides the V_ initializer,
the latter two were harmless duplications of the same.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
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Add support for ETC2 compressed textures in the etnaviv driver.
One step closer towards GL ES 3 support.
For now, treat SRGB and RGB formats the same. It looks like these are
distinguished using a different bit in sampler state, and not part of
the format, but I have not yet been able to confirm this for sure.
(Only enabled on GC3000+ for now, as the GC2000 ETC2 decoder
implementation is buggy and we don't work around that)
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
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Simply advertise all supported modifiers, independent of the format.
Special formats, like compressed, which don't support all those modifiers
are already culled from the dmabuf format list, as we don't support
the render target binding for them.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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This allows to create buffers with a specific tiling layout, which is primarily
used by GBM to allocate the EGL back buffers with the correct tiling/modifier
for use with the scanout engines.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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This allows the state trackers to know the tiling layout of the
resource and pass this through the various userspace protocols.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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There is no point in keeping this indirection. Makes the code easier to
follow.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]> (v1)
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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This implements resource import with modifier, deriving the correct
internal layout from the modifier and constructing a render compatible
base resource if needed.
This removes the special cases for DDX and renderonly scanout allocated
buffers, as the linear modifier is enough to trigger correct handling
of those buffers.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Acked-by: Daniel Stone <[email protected]>
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This reworks the logic in etna_update_sampler_source to select the
newest resource view for updating the texture view. This should make
the logic easier to follow and fixes texture updates from imported
dma-bufs.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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If we import a dma-buf with a sampler/pixel pipe incompatible modifier,
the imported buffer will end up in an external resource view. As
resource_changed signals the change of the imported resource, we need
to update the external view seqno, instead of the base resource seqno.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This fixes failures to import the scanout buffer with screen resolutions
that don't satisfy the RS alignment restrictions, like 1680x1050.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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The minimum RS alignment calculation is needed in various places.
Extract a helper to avoid open-coding the calcuation at every site.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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The current way of importing the resource from renderonly after allocation
is opaque and is taking away control from the driver, which it needs in
order to implement more advanced scenarios than the simple linear scanout
with matching stride alignments.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Acked-by: Daniel Stone <[email protected]>
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This reverts commit d8b2ccdb880f, which causes priglit regressions on GPUs
with SNORM support. We'll have another try at enabling this feature after
the 17.2 branchpoint.
Signed-off-by: Lucas Stach <[email protected]>
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A dangling bo object would result in memory corruption while loading a
level in ioquake3_opengl2.
Fixes: 330d0607ed60 (gallium: remove pipe_index_buffer and set_index_buffer)
Suggested-by: Lucas Stach <[email protected]>
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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GC3000 has a new LOG instruction, similar to the new SIN and COS instructions.
Generate the new instruction sequence when appropriate; there are
two occasions, as part of LIT and the generator for the LG2
instruction itself.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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If we blit from a rendertarget or a depthstencil buffer there might still
be dirty data in the TS buffer which needs to be flushed out.
Fixes missing shadow tiles in glmark2 shadow.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
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Before resolving a rendertarget or a depth/stencil resource into a
texture, flush both the color cache and the depth cache together.
It is unclear whether this is necessary for the following stall to
work properly, or whether the depth flush just adds enough time
for the color cache flush to finish before the resolver is started,
but this change removes artifacts that otherwise appear if a texture
is sampled directly after rendering into it.
The test case is a simple QML scene graph with a QtWebEngine based
WebView rendered on top of a blue background:
import QtQuick 2.0
import QtQuick.Window 2.2
import QtWebView 1.1
Window {
Rectangle {
id: background
anchors.fill: parent
color: "blue"
}
WebView {
id: webView
anchors.fill: parent
}
Component.onCompleted: {
webView.url = "<some animated website>"
}
}
If the website is animated, the WebView renders the site contents into
texture tiles and immediately afterwards samples from them to draw the
tiles into the Qt renderbuffer. Without this patch, a small irregular
triangle in the lower right of each browser tile appears solid blue, as
if the texture sampler samples zeroes instead of the website contents,
and the previously rendered blue Rectangle shows through.
Other attempts such as adding a pipeline stall before the color flush or
a TS cache flush afterwards or flushing multiple times, with stalls
before and after each flush, have shown no effect.
Signed-off-by: Philipp Zabel <[email protected]>
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Despite being a member of the etna_screen struct, 'refcnt' is used by
the winsys-specific logic to track the reference count of the object
managed in a hash table. When the count reaches zero, the pipe screen
is removed from the table and destroyed.
Fix the logic by initializing the refcnt to 1 when screen created.
This initialization is done in etna_screen_create(), to follow the
same logic as in freedreno and virgl.
Fixes: c9e8b49b885 ("etnaviv: gallium driver for Vivante GPUs")
Cc: [email protected]
Signed-off-by: Aleksander Morgado <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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The check for the pointer being non-NULL was being done too late.
Signed-off-by: Aleksander Morgado <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Add etnaviv to Android makefiles.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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