| Commit message (Collapse) | Author | Age | Files | Lines |
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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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This will expose GL_EXT_primitive_bounding_box and
GL_OES_primitive_bounding_box after previous commits
expose OpenGL ES 3.1 once Compute Shaders are available.
Reviewed-by: Eric Anholt <[email protected]>
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This adapts the v3d driver to the new CL submit ioctl interface that
allows the driver to request a flush of the caches after the render
job has completed. This seems to eliminate the kernel write violation
errors reported during CTS and Piglit excutions, fixing some CTS tests
and GPU resets along the way.
v2:
- Adapt to changes in the kernel side.
- Disable shader storage and shader images if the kernel doesn't
implement cache flushing.
Fixes CTS tests:
KHR-GLES31.core.shader_image_size.basic-nonMS-fs-float
KHR-GLES31.core.shader_image_size.basic-nonMS-fs-int
KHR-GLES31.core.shader_image_size.basic-nonMS-fs-uint
KHR-GLES31.core.shader_image_size.advanced-nonMS-fs-float
KHR-GLES31.core.shader_image_size.advanced-nonMS-fs-int
KHR-GLES31.core.shader_image_size.advanced-nonMS-fs-uint
KHR-GLES31.core.shader_atomic_counters.advanced-usage-many-draw-calls2
KHR-GLES31.core.shader_atomic_counters.advanced-usage-draw-update-draw
KHR-GLES31.core.shader_storage_buffer_object.advanced-unsizedArrayLength-fs-int
KHR-GLES31.core.shader_storage_buffer_object.advanced-unsizedArrayLength-fs-std140-matR
KHR-GLES31.core.shader_storage_buffer_object.advanced-unsizedArrayLength-fs-std140-struct
KHR-GLES31.core.shader_storage_buffer_object.advanced-unsizedArrayLength-fs-std430-matC-pad
KHR-GLES31.core.shader_storage_buffer_object.advanced-unsizedArrayLength-fs-std430-vec
Reviewed-by: Eric Anholt <[email protected]>
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Now that the UAPI has landed, add the pipe_context function for
dispatching compute shaders. This is the last major feature for GLES 3.1,
though it's not enabled quite yet.
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That we set for any TMU write on spills and general tmu. It is then
used as part of v3d_emit_gl_shader_state later.
v2: add a new flag instead at v3d_compiler instead of dirty the flag
at v3dx if there is any spill (change suggested by Eric, added by
Alejandro)
v3: set this for anything that is not a load and do it also in
v3d40_vir_emit_image_load_store (Eric)
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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When we import a resource through Gallium, we need to take account of
the offset parameter passed.
Fixes a failure seen with the VIVID V4L2 driver, which would create NV12
resources within the same BO, with an offset. Sample pipeline to
reproduce (replace videoN with your actual VIVID device node):
gst-launch-1.0 v4l2src device=/dev/videoN ! video/x-raw,format=NV12 ! glimagesink
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
Reported-by: Nicolas Dufresne <[email protected]>
Tested-by: Nicolas Dufresne <[email protected]>
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Reworks:
* Change subject from "iris: Align main surface allocation to 64k on gen12+"
* Make use of isl surf alignment. (Nanley)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Suggested-by: Nanley Chery <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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When we don't have streamout enabled, we have to read this register to
get the number of primitives emitted.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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We have GS state now.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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This implements the load_vs_primitive_stride_ir3,
load_vs_vertex_stride_ir3 and load_primitive_location_ir3 intrinsics,
used for getting the primitive layout strides and locations.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Since the presence of GS changes how the VS operates we need to track
that in the shader key.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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We know what these do an either write them in the program stateobj or
don't need to write them.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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If two jobs use the same GEM object at the same time, the job that
finishes first will (previous to this commit) close the GEM object, even
if there's a job still referencing it.
To prevent this, have all jobs use the same panfrost_bo for a given GEM
object, so it's only closed once the last job is done with it.
Signed-off-by: Tomeu Vizoso <[email protected]>
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Rohan Garg <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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it was never used
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This triggers lowering in the state-tracker, which makes things a bit
simpler.
Reviewed-by: Marek Olšák <[email protected]>
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This triggers lowering in the state-tracker, which makes things a bit
simpler.
Reviewed-by: Marek Olšák <[email protected]>
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This triggers lowering in the state-tracker, which makes things a bit
simpler.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This allows us to make sure clipdist is emitted as a scalar array rather
than two vec4s. This matches SPIR-V semantics, and will be useful for
Zink.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
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'struct lima_context' has to be declared before usage in lima_program.h
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Vasily Khoruzhick <[email protected]>
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Fixes: ada752afe40 ("panfrost: Extend the panfrost_batch_add_bo() API to pass access flags")
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The new frame throttling implemention interacts unfortunately with
pipelining, leading to fence fds leaking like crazy and ultimately apps
crashing quickly.
With this patch, apps still crash but not as quickly. We need to either
figure out the real cause or revert the core changes.
Nevertheless, we don't want frame throttling in the first place, so.
Fixes: a65e29ccb26 ("gallium: simplify throttle implementation")
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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just a cleanup
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A buffer and its aux are imported separately, if the aux import is
not completed yet when resource_get_param is called, merge the
separate aux a.k.a the 2nd image into the main image.
Fixes: 246eebba4a8 ("iris: Export and import surfaces with modifiers that have aux data")
Signed-off-by: James Xiong <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[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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Looks like this was copied from the vc4 driver where it is actually
included in the submit CL ioctl.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Rob Clark <[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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This gs_iface doesn't seem to require a dependence on the tgsi
context, except for the swr end prim code.
This refactors the API to include all the info that the swr
code needs in the interface rather than having to dig it out of
the struct inheritance.
This is a precursor to adding NIR support to llvmpipe.
Reviewed-by: Jan Zielinski <[email protected]>
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Fixes several CTS tests:
- KHR-GL46.tessellation_shader.vertex.vertex_spacing
- KHR-GL46.tessellation_shader.tessellation_shader_point_mode.points_verification
Fixes: 823609b1a39 ("iris/WIP: add broadwell support")
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v2: [ Michel Dänzer ]
* Update src/gallium/docs/source/screen.rst accordingly
Signed-off-by: James Xiong <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]> # v1
Reviewed-by: Marek Olšák <[email protected]> # v1
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pan_pack_color() color was missing the 24-bit packed format case.
Looks like putting the clear color in a 32-bit slot does the trick.
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[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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