| Commit message (Collapse) | Author | Age | Files | Lines |
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This doesn't load/store the Z contents across submits yet. It also
disables early Z, since it's going to require tracking of Z functions
across multiple state updates to track the early Z direction and whether
it can be used.
v2: Move the key setup to before the search for the key.
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This should prevent a bunch of unnecessary flushes for things like
updating immediate vertex data.
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Now we actally get multiple draw calls per submit.
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Otherwise, the low address bits will end up being interpreted as attribute
counts.
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Otherwise, once we're not flushing at the end of every draw, we'll free
things like gallium resources, and free the backing GEM object, before
we've flushed the rendering using it to the kernel.
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render_cl_size/bin_cl_size includes relocations, while the hardware buffer
doesn't. If you don't emit a HALT packet, the command parser continues
until the end register's value. We can't allow executing unvalidated
buffer contents (and it's actually harmful in the render lists Mesa is
emitting, since VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF doesn't trigger a
halt).
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I was confused looking at my addresses in dumps because I was seeing the
tile branch offsets jumping all over.
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This is a step toward queueing more than one draw per frame.
Fixes piglit attribute0 test, since we get a working clear color now.
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We only want to set up render target config and clear colors once per
frame.
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I decided I didn't like "len" compared to "size", and I keep typing
shader_rec instead of shader_record[s] elsewhere, so make it consistent.
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This required building a shader parser that would walk the program to find
where the texturing-related uniforms are in the uniforms stream.
Note that as of this commit, a new kernel is required for rendering on
actual VC4 hardware (currently that commit is named "drm/vc4: Introduce
shader validation and better command stream validation.", but is likely to
be squashed as part of an eventual merge of the kernel driver).
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This ensures that when I'm using the simulator, I get a closer match to
what behavior on real hardware will be. It lets me rapidly iterate on the
kernel validation code (which otherwise has a several-minute turnaround
time), and helps catch buffer overflow bugs in the userspace driver
faster.
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v2: Rebase on helpers change.
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Only rgba8888 works, and only a single texture unit, and it's only under
simulation because I haven't built the kernel interface yet.
v2: Rebase on helpers.
v3: Fold in the don't-break-the-arm-build fix.
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Fixes the build since c10332bbb8889d733bdaa729ef23cbd90176b55d
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This limit is fixed in Mesa core and cannot be changed.
It only affects ARB_vertex_program and ARB_fragment_program.
The minimum value for ARB_vertex_program is 1 according to the spec.
The maximum value for ARB_vertex_program is limited to 1 by Mesa core.
The value should be zero for ARB_fragment_program, because it doesn't
support ARL.
Finally, drivers shouldn't mess with these values arbitrarily.
Reviewed-by: Ilia Mirkin <[email protected]>
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So move it from dri_context to dri_screen.
This will be needed for version computations.
Reviewed-by: Ilia Mirkin <[email protected]>
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All flags are set for st/mesa, so the state tracker doesn't have to check
them.
Reviewed-by: Ilia Mirkin <[email protected]>
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Without this patch I get the following during DMA transfers:
[drm:radeon_cs_ib_chunk] *ERROR* Invalid command stream !
radeon 0000:01:00.0: CP DMA dst buffer too small (21475829792 4096)
This is a fixup for e878e154cdfd4dbb5474f776e0a6d86fcb983098.
Signed-off-by: Niels Ole Salscheider <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Point util_memcpy_cpu_to_le32 to a buffer storage directly.
v2: simplify more
Reviewed-by: Michel Dänzer <[email protected]>
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Trivial.
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Trivial.
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Tahiti has 12 tile pipes, but P8 pipe config.
It looks like there is no way to get the pipe config except for reading
GB_TILE_MODE. The TILING_CONFIG ioctl doesn't return more than 8 pipes,
so we can't use that for Hawaii.
This fixes a regression caused by 9b046474c95f15338d4c748df9b62871bba6f36f
on Tahiti.
v2: add an assertion and print an error on failure
Cc: [email protected]
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This will help to get rid of the buffer_get_virtual_address calls.
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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R600-R700 don't support virtual memory.
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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The code is rewritten to take known constraints into account, while always
using 0 by default.
This should improve performance for multi-SE parts in theory.
A debug option is also added for easier debugging. (If there are hangs,
use the option. If the hangs go away, you have found the problem.)
Reviewed-by: Alex Deucher <[email protected]>
v2: fix a typo, set max_se for evergreen GPUs according to the kernel driver
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This isn't documented anywhere, but it's the only thing that works
for this case.
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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v2: Rebase on helpers.
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Fixes glean fragProg1's "ADD test" and likely many others.
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These values are supposed to be the minimum/maximum index values used to
read from the vertex buffers. This code either copies index values out of
the old IB (so, same min/max as the original draw call), or generates a
new IB (using index values between the start and the start + count of the
old array draw info, which just happens to be what min/max_index are set
to by st_draw.c).
We were incorrectly setting the max_index in the
converting-from-glDrawArrays case to the start vertex plus the number of
vertices generated in the new IB, which broke QUADS primitive conversion
on VC4 (where max_index really has to be correct, or the kernel might
reject your draw call due to buffer overflow).
Reviewed-by: Rob Clark <[email protected]> (from verbal description
of the patch)
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v2: Rebase on helpers change.
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Some tests start working (useprogram-flushverts, for example) due to
getitng the right vertices now. Some that used to pass start failing with
memory overflow during binning, which is weird (glsl-fs-texture2drect).
And a couple stop rendering correctly (glsl-fs-bug25902).
v2: Move the attribute format setup in the key from after search time to
before the search.
v3: Fix reading of attributes other than position (I forgot to respect
attr and stored everything in inputs 0-3, i.e. position).
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v2: Rebase on helpers.
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v2: Rebase on helpers.
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This avoids a simulator assertion failure with glamor. I need to actually
support resize, though.
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