| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Rob Clark <[email protected]>
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This logic can be re-written as the two cases for 3d (ie. before/after
the miplevel sizes start reducing) vs everything else. I think it is
easier to read this way.
Signed-off-by: Rob Clark <[email protected]>
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We really only need this logic in one place.
Signed-off-by: Rob Clark <[email protected]>
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For older gen's fd_wfi() is used to conditionally insert a WFI if there
hasn't already been one since last draw. But this doesn't work out well
with stateobj since the order the stateobj is evaluated might not be
what you expect. (Ie. stateobj might not be evaluated until a later
draw if there is no geometry from the current draw in a given tile.)
Signed-off-by: Rob Clark <[email protected]>
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pctx->resource_copy_region() needs to fall back to sw copy for
non-renderable formats. But previously for things that we could
not use the blitter for, would fall back to 3d. Which won't work
if 3d can't render to the dst format either.
Instead rework things to fallback to fd_resource_copy_region(),
which will try 3d core and then fall back to memcpy().
Fixes (for example) dEQP-GLES3.functional.texture.format.sized.2d.rgb9_e5_pot
Signed-off-by: Rob Clark <[email protected]>
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Code-motion prep for next patch.
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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Fixes a crash with unsupported formats in dEQP-GLES3.functional.texture.format.sized.2d.rgb9_e5_pot
Also fixes gpu hangs with some formats that are supported, but which we
don't know what internal-format to use for the blitter, for ex
dEQP-GLES3.functional.texture.format.sized.2d_array.rgb10_a2_pot
Signed-off-by: Rob Clark <[email protected]>
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If we emit shader as a pointer to a GEM object, also set the RELOC_DUMP
flag as a hint to kernel that this is a useful buffer to snapshot for
debug dumps.
Signed-off-by: Rob Clark <[email protected]>
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With a recent enough kernel, set debug names for GEM BOs, which will
show up in $debugfs/gem
Signed-off-by: Rob Clark <[email protected]>
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Error message building freedreno Gallium driver with meson:
../src/gallium/drivers/freedreno/freedreno_fence.c:27:21: fatal error: libsync.h: No such file or directory
\#include <libsync.h>
Fixes: 4aa69cc4257 ("meson: build freedreno")
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Rather than just hard-coding BRANCHSTACK size.
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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Signed-off-by: Rob Clark <[email protected]>
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copy/pasta from older gens
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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There is not much to do in freedreno - tile layout and multisample
state for gmem renderings is programmed based on the pfb sample count,
while resolve blits take the destination sample count from the resource.
Reviewed-by: Rob Clark <[email protected]>
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Reviewed-by: Kristian H. Kristensen <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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A couple of simple fixes for building on Android with autotools.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Since 1285f71d3e landed, it needs to provide apps with proper sample
position for MSAA.
Currently no way to query this to hw, these are taken from blob driver.
Fixes: dEQP-GLES31.functional.texture.multisample.samples_#.sample_position
Signed-off-by: Rob Clark <[email protected]>
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We set equiv bit in SP_FS_CTRL_REG0. Somehow the hw doesn't hang with
this mismatched config, but does run slower. It is faster with either
neither bit set, or both bits set, but both is the fastest of the three
configurations. Worth a bit over 10% gain in glmark2.
Spotted-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
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blip_fp uses GENERIC as input, so blit_vp should match for linking
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Adds all missing texture related logic. For everything to work it also
needs changes to ir2/fd2_program, which are part of the ir2 update patch.
Note: it needs rnndb update
Signed-off-by: Jonathan Marek <[email protected]>
[remove stray patch]
Signed-off-by: Rob Clark <[email protected]>
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Note: it needs rnndb update
Signed-off-by: Marek Vasut <[email protected]>
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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200: 256KiB GMEM A200 (imx53)
201: 128KiB GMEM A200 (imx51)
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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As it stands, it overflows to zero.
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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On older gens, the CLIP_ADJ bitfields were actually 3.6 fixed point.
Which might make more sense. Although this formula comes up with values
pretty close to what blob does for various viewport sizes (for at least
a5xx and a6xx), and seems to work.
Signed-off-by: Rob Clark <[email protected]>
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f6131d4ec7a had the side effect of enabling LRZ w/ 32b depth buffers.
But there are some bugs with this, which aren't fully understood yet,
so for now just skip LRZ w/ z32..
Fixes: f6131d4ec7a freedreno/a6xx: Clear z32 and separate stencil with blitter
Signed-off-by: Rob Clark <[email protected]>
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We generate an IB to clear the gmem at flush time and jump to it
before rendering each tile. This lets us get rid of the command stream
patching for gmem offsets.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Move (most of) the ir3 compiler to src/freedreno/ir3 so that it can be
re-used by some future vulkan driver. The parts that are gallium
specific have been refactored out and remain in the gallium driver.
Getting the move done now so that it can happen before further
refactoring to support a6xx specific instructions.
NOTE also removes ir3_cmdline compiler tool from autotools build since
that was easier than fixing it and I normally use meson build. Waiting
patiently for the day that we can remove *everything* from the autotools
build.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Split the parts that are gallium specific into ir3_gallium so the rest
can move to a common location outside of gallium.
Signed-off-by: Rob Clark <[email protected]>
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A bit annoying to have to copy into our own struct. But this is
something the compiler really needs to know, at least on earlier
generations where streamout is implemented in shader.
Signed-off-by: Rob Clark <[email protected]>
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Clean up some of the low-hanging-fruit usages of freedreno_util.h
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Move them to IR3_SHADER_DEBUG so we can remove ir3's dependency on
fd_mesa_debug.
Signed-off-by: Rob Clark <[email protected]>
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Only used by ir3, so move it into ir3 to be more self contained.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Just massive search/replace for the most part.
Step towards removing ir3 dependency on disasm.h which is shared by
a2xx. One step closer to being able to move ir3 out of gallium.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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So that we can re-use at least parts of it for vulkan driver, and so
that we can move ir3 to a common location (which uses fd_bo to allocate
storage for shaders)
Signed-off-by: Rob Clark <[email protected]>
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Prep work to move drm to a common location.
Slightly hacky, but the softpin debug flag is only temporary.
Signed-off-by: Rob Clark <[email protected]>
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