| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Rob Clark <[email protected]>
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Instead in the common code, construct these shaders from TGSI. For now
we let a2xx keep it's hand coded shaders, as it's compiler isn't quite
up to the job yet. All the same it is a net drop in code size and gets
rid of special cases.
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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The ctx should hold ref to dev to avoid problems if screen is destroyed
before ctx. Doesn't really fix the egl/glx issues, but at least it
prevents things from getting much worse.
Signed-off-by: Rob Clark <[email protected]>
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The binning pass sorts vertices into which bins/tiles they apply to.
The visibility information generated during the binning pass can be
used to speed up the rendering pass by filtering out vertices which
do not apply to the current tile. See:
https://github.com/freedreno/freedreno/wiki/Adreno-tiling#optimized-approach
This brings a significant fps boost. A rough assortment of tests
(supertuxkart, etracer, tremulous, glmark2 'build' test, etc) seems
to yield a ~35-45% fps improvement.
For now, to be conservative, the binning pass is not enabled yet by
default. To enable it use:
FD_MESA_DEBUG=binning
So far I haven't found anything that breaks with binning enabled,
but I'd like a bit more testing before I enable it as default.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Actually assign VSC_PIPE's properly, which will be needed for tiling.
And introduce fd_tile for per-tile state (including the assignment of
tile to VSC_PIPE). This gives us the proper pipe setup that we'll
need for hw binning pass, and also cleans things up a bit by not having
to pass so many parameters around. And will also make it easier to
introduce different tiling patterns (since we may no longer render
tiles in a simple left-to-right top-to-bottom pattern).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Nearly everything within the three Makefile.am's is identical.
Let's simplify things a little.
v2: Rebase and rewrite the commit message (Emil Velikov)
Signed-off-by: Emil Velikov <[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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Use u_primconvert to convert unsupported primitives into supported
primitive plus index buffer.
Signed-off-by: Rob Clark <[email protected]>
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pull in some fixes to draw-initiator/prim-type.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Used by supertuxkart.
Signed-off-by: Rob Clark <[email protected]>
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For mem->gmem we don't sample depth/stencil as it's native type. So we
need to setup the swizzle state for the sampler based on the format used
for sampling.
Signed-off-by: Rob Clark <[email protected]>
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Needed by some games, like etuxracer and supertuxkart which use alpha
test rather than blending, to handle texture transparency.
Signed-off-by: Rob Clark <[email protected]>
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Mostly just to give an easy debug/instrumentation point.
Signed-off-by: Rob Clark <[email protected]>
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Have a single helper that all draws come through.. mainly for a
convenient debug and instrumentation point.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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There where some small API tweaks in libdrm_freedreno to enable support
for msm drm/kms driver.
Signed-off-by: Rob Clark <[email protected]>
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Don't crash when no color buffer bound. Something caught when starting
to run piglit, fixes a hanful of piglit tests.
Signed-off-by: Rob Clark <[email protected]>
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resync w/ rnndb database
Signed-off-by: Rob Clark <[email protected]>
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Actually respect rasterizer state.
Signed-off-by: Rob Clark <[email protected]>
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Split the parts that are specific to adreno a2xx series GPUs from the
parts that will be in common with a3xx, so that a3xx support can be
added more cleanly.
Signed-off-by: Rob Clark <[email protected]>
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