| Commit message (Collapse) | Author | Age | Files | Lines |
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v2: make variable names snake_case
v2: minor cleanups in emit_udiv()
v2: fix Panfrost build failure
v3: use an enum instead of a boolean flag in nir_lower_idiv()'s signature
v4: remove nir_op_urcp
v5: drop nv50 path
v5: rebase
v6: add back nv50 path
v6: add comment for nir_lower_idiv_path enum
v7: rename _nv50/_llvm to _fast/_precise
v8: fix etnaviv build failure
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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This allows a write to proceed to an uninitialized part of a buffer
even when the GPU is using the previously-initialized portions.
Such a situation can be triggered with the following API usage example:
glBufferSubData(..., offset, size, data1);
glDrawArrays(...);
// append new vertex data
glBufferSubData(..., offset+size, size, data2);
glDrawArrays(...);
Same is done for freedreno, nouveau and radeon.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Store the changed usage in the newly created transfer object.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Fixes: 1194afdfe35 ("etnaviv: rework the stream flush to always go through the context flush")
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Fixes: e5cc66dfad0 ("etnaviv: Rework locking")
Fixes: 1456aa61cc5 ("etnaviv: Rework resource status tracking")
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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MIN filter is only used when LOD MAX is at least 4 (I guess the 2 LSB don't
actually exist).
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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The etnaviv kernel driver will only ever flush write caches. As both
the TX descriptor and instruction cache are read caches they must be
flushed from the user cmdstream at an appropriate time.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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It's just a matter of writing the addressing mode into the
texture descriptor.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Create a separate implementation file with texture-descriptor-based
sampler views and sampler states. Initialize the one or the other
based on the GPU. There is so little in common that this seemed more
appropriate that keeping them as one type of state object would
only be confusing.
This commit is actually a combiation of the original commit by
Wladimir, fixes and TS implementation from Jonathan and changed to
use softpin by Lucas.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Guido Günther <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Halti5 uses texture descriptors to control the samplers, and thus needs to
know the GPU virtual address for the texture buffers to fill into the
descriptor buffer. Without softpin userspace has no control over the GPU
VM and also no way to fix up the texture descriptor buffer, so there is
no point in creating a screen on a Halti5 device without softpin being
available.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Replace the per-screen locking of flushing with per-context one and
add per-context lock around command stream buffer accesses, to prevent
cross-context flushing from corrupting these command stream buffers.
Signed-off-by: Marek Vasut <[email protected]>
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Have each context track which resources it marked as pending read and
pending write. Have each resource track in which context it is pending.
This way, it is possible to identify when a resource is both pending
read and pending write at the same time. Moreover, the status field
can be correctly calculated and updated when necessary.
Signed-off-by: Marek Vasut <[email protected]>
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This way we can ensure that the pipe driver tracking of pending resources
stays in sync with the actual command buffer state, even if a space
reservation triggers a forced flush.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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As long as a resource is pending in any context we must not destroy
it, otherwise we'll hit a classical use-after-free with fireworks.
To avoid this take a reference when the resource is first added to
the pending set and put the reference when no longer pending.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Currently, the screen tracks all resources for all contexts, but this
is not correct. Each context should track the resources it uses. This
also allows a context to detect whether a resource is used by another
context and to notify another context using a resource that the current
context is done using the resource.
Signed-off-by: Marek Vasut <[email protected]>
Cc: Christian Gmeiner <[email protected]>
Cc: Guido Günther <[email protected]>
Cc: Lucas Stach <[email protected]>
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Found out by accident this was clashing with another driver.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
Cc: <[email protected]>
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GPUs with a single supported vertex stream must use the single state
address to program the stream.
Fixes: 3d09bb390a39 (etnaviv: GC7000: State changes for HALTI3..5)
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Now that the base resource is allowed to be incompatible with PE, we can
make a smarter choice of tiling mode to avoid allocating a PE compatible
base that is never used for regular textures. This affects GPUs like GC2000
where there is no tiling compatible with both PE and TE.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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For PE-incompatible layouts, use a mechanism similar to what texture does
to create a compatible base resource.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Remove the "addressing_mode" state, which is currently set incorrectly, and
instead deduce the addressing mode from the tiling layout.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This lets us reuse their report.py.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This should improve texture sampling performance on GC3000.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Update to etna_viv commit 7ff8029.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Some hardware has a bug with triangle strips and it is signalled by the
flag BUG_FIXED8 whether this bug has been fixed. So only enable triangle
strips when this flag is set.
Thanks: Jonathan Marek and Christian Gmeiner for the pointers
v2: Add TODO to indicate that the handling should be refined
(Jonathan & Christian)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Fixes: d92689c46f0d2da05ae6 ("etnaviv: nir: add native integers (HALTI2+)")
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Fixes the following piglit test: fragdepth_gles2 (for ETNA_MESA_DEBUG=nir)
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Fixes the following piglit test: fragdepth_gles2
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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It just makes thing more complicated for no reason.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Allows some simplification.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Note it can still be improved a bit:
* Use alu swizzle to determine if src is scalar
* Take into account new immediates in the multiple uniform src lowering
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This can improve performance by allowing the LAST_VARYING_2X bit to be
set when possible (and possibility more benefits on HALTI5 where the
number of components is set for each varying).
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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LOAD starts reading into the first enabled destination component, and
doesn't skip disabled components, so we need to allocate a destination with
contiguous components.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Only invert front facing when glFrontFace is GL_CW.
Fixes following deqp test:
dEQP-GLES2.functional.shaders.builtin_variable.frontfacing
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Passes most of piglit's tests regarding arb_framebuffer_object
and unlocks some more piglit tests.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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We are using util_resource_copy_region(..) as fallback which supports
different formats for src and dst. Improves the experience when running
deqp or piglit with a debug build.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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* Set missing STENCIL_CONFIG_EXT2 bits
* Swap stencil sides when rendering CCW
Fixes following deqp tests (which were 99% failing):
dEQP-GLES2.functional.fragment_ops.depth_stencil.*
Note: deqp tests require --deqp-gl-config-name=rgba8888d24s8ms0
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Looks like only HALT2 GPUs have support for it but that is not yet
implemented so disable ARB_shadow for now.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Set of opcodes doesn't have enough flexibility in certain cases. E.g.
Utgard PP has vector conditional select operation, but condition is always
scalar. Lowering all the vector selects to scalar increases instruction
number, so we need a way to filter only those ops that can't be handled
in hardware.
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
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Starting with HALTI2 the RS supports 64bpp clears.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Update to etna_viv commit c51353e.
Signed-off-by: Christian GMEINER <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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