| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Fixes use of full-precision in fragment shader (ie. don't clobber r0.x
since that can be used by future bary instructions for varying fetch).
And makes use of full-precision the default in fragment shader (but can
be overriden via FD_MESA_DEBUG=fraghalf).
Seems like half precision is often not enough for texture coordinates.
The blob compiler is clever enough to keep texture coords in full
precision registers while using half precision for everything else. But
we aren't quite that clever yet, so better to default to full precision.
Signed-off-by: Rob Clark <[email protected]>
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Useful for debugging.
Signed-off-by: Rob Clark <[email protected]>
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With a debug option to force DIRECT (mainly to make it easier for
capturing cmdstream dumps). Using INDIRECT for large shaders at least
makes a noticable reduction in CPU load, which helps for CPU limited
games.
Signed-off-by: Rob Clark <[email protected]>
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Emit markers by writing to scratch registers in order to "triangulate"
gpu lockup position from post-mortem register dump. By comparing
register values in post-mortem dump to command-stream, it is possible to
narrow down which DRAW_INDX caused the lockup.
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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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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Useful for testing and debugging.
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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Set a few extra registers to make sure we are in proper state for
clearing. And also add some debug options to mark all state dirty in
clear and gmem operations to aid in debugging.
Signed-off-by: Rob Clark <[email protected]>
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Get rid of a few self-defined macros:
ALIGN() -> align()
min() -> MIN2()
max() -> MAX2()
Signed-off-by: Rob Clark <[email protected]>
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Switch to use the envytools generated headers for register/bitfield
definitions. This is the first step in preparing to add a3xx support,
since it avoids having conflicting names for a3xx and a2xx registers.
And since I'm using envytools for a3xx it is simpler to just use it for
everything.
This shouldn't cause any functional change, it is really just a lot of
renaming.
Signed-off-by: Rob Clark <[email protected]>
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Currently works on a220. Others in the a2xx family look pretty similar
and should be pretty straightforward to support with the same driver.
The a3xx has a new shader ISA, and while many registers appear similar,
the register addresses have been completely shuffled around. I am not
sure yet whether it is best to support with the same driver, but
different compiler, or whether it should be split into a different
driver.
v1: original
v2: build file updates from review comments, and remove GPL licensed
header files from msm kernel
v3: smarter temp/pred register assignment, fix clear and depth/stencil
format issues, resource_transfer fixes, scissor fixes
Signed-off-by: Rob Clark <[email protected]>
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