| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
The V3D 4.2 HW has a limit to MSAA texture sizes of 4096. With non-MSAA,
we can go up to 7680 (actually probably 8138, but that hasn't been
validated by the HW team). Exposing 7680 in X11 will allow dual 4k displays.
|
|
|
|
|
|
|
| |
I have a platform with vc4 display but V3D 4.x. We can fall back on
kmsro's probing to bring up the v3d gallium driver.
Acked-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
| |
Noticed while debugging V3D -- the ro->gpu_fd was freshly opened in ro
setup, and it needs to stay open until screen close (since it may be used
by renderonly) and should be the same one used by the vc4 screen.
Fixes: 7029ec05e2c7 ("gallium: Add renderonly-based support for pl111+vc4.")
|
|
|
|
|
|
|
|
|
|
|
|
| |
This adds the meson.build, meson_options.txt, and a few scripts that are
used exclusively by the meson build.
v2: - Remove accidentally included changes needed to test make dist with
LLVM > 3.9
Signed-off-by: Dylan Baker <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
| |
Reviewed-by: Dylan Baker <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This follows the model of imx (display) and etnaviv (render): pl111 is a
display-only device, so when asked to do GL for it, we see if we have a
vc4 renderer, make the vc4 screen, and have vc4 call back to pl111 to do
scanout allocations.
The difference from etnaviv is that we share the same BO between vc4 and
pl111, rather than having a vc4 bo and a pl11 bo and copies between the
two. The only mismatch between their requirements is that vc4 requires
4-pixel (at 32bpp) stride alignment, while pl111 requires that stride
match width. The kernel will reject any modesets to an incorrect stride,
so the 3D driver doesn't need to worry about that.
v2: Rebase on Android rework, drop unused include.
v3: Fix another Android bug, from Rob Herring's build-testing.
Reviewed-by: Christian Gmeiner <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Without this fix, duplicated file descriptors leak into child processes.
See commit aaac913e901229d11a1894f6aaf646de6b1a542c for one instance
where the same fix was employed.
Cc: <[email protected]>
Signed-off-by: Matt Whitlock <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fix warnings like these due to HAVE_LIBDRM being inconsistently defined:
external/libdrm/include/drm/drm.h:839:30: warning: redefinition of typedef 'drm_clip_rect_t' is a C11 feature [-Wtypedef-redefinition]
typedef struct drm_clip_rect drm_clip_rect_t;
HAVE_LIBDRM needs to be set project wide to fix this. This change also
harmlessly links libdrm with everything, but simplifies the makefiles a
bit.
Signed-off-by: Rob Herring <[email protected]>
Acked-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
| |
v2: Add a comment explaining why we link libmesa_glsl. Drop warning
option from freedreno. Add vc4 to the documentation for
BOARD_GPU_DRIVERS.
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
| |
Otherwise 'make dist' will not pick them up :'(
Signed-off-by: Emil Velikov <[email protected]>
|
|
This mostly just takes every draw call and turns it into a sequence of
commands that clear the FBO and draw a single shaded triangle to it,
regardless of the actual input vertices or shaders. I copied the initial
driver skeleton mostly from freedreno, and I've preserved Rob Clark's
copyright for those. I also based my initial hardcoded shaders and
command lists on Scott Mansell (phire)'s "hackdriver" project, though the
bit patterns of the shaders emitted end up being different.
v2: Rebase on gallium megadrivers changes.
v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
v4: Rely on simpenrose actually being installed when building for
simulation.
v5: Add more header duplicate-include guards.
v6: Apply Emil's review (protection against vc4 sim and ilo at the same
time, and dropping the dricommon drm bits) and fix a copyright header
(thanks, Roland)
|