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* mesa: Fix pixel shader scratch space allocation on Gen9+ platforms.Kenneth Graunke2016-11-091-14/+19
| | | | | | | | | | | | | | | | | | | | | | | | | | | We had missed a bit of errata - PS scratch needs to be computed as if there were 4 subslices per slice, rather than 3. Skylake Broxton Kabylake GT1 GT2 GT3 GT4 2x6 3x6 GT1 GT1.5 GT2 GT3 GT4 Actual Slices 1 1 2 3 1 1 1 1 1 2 3 Total Subslices 3 3 6 9 2 3 2 3 3 6 9 Subsl. for PS Scratch 4 4 8 12 4 4 4 4 4 8 12 Note that Skylake GT1-3 already worked because we allocated 64 * 9 (trying to use a value that would work on GT4, with 9 subslices), and the actual required values were 64 * 4 or 64 * 8. However, all others (Skylake GT4, Broxton, and Kabylake GT1-4) underallocated, which can lead to scratch writes trashing random process memory, and rendering corruption or GPU hangs. Fixes GPU hangs and rendering corruption on Skylake GT4 in shaders that spill. Particularly, dEQP-GLES31.functional.ubo.all_per_block_buffers.* now runs successfully with no hangs and renders correctly. This may fix problems on Broxton and Kabylake as well. Cc: "13.0" <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ben Widawsky <[email protected]>
* anv: use correct .specVersion for extensionsEmil Velikov2016-11-091-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Vulkan has introduced the consept of .specVersion which can be used to attribute changes of the said extension. The current loader does not check the value, thus it have gone unnoticed that the driver exposes an old version of the following extensions: VK_KHR_xcb_surface (Rev 6) VK_KHR_xlib_surface (Rev 6) VK_KHR_wayland_surface (Rev 5) - Updated the surface create function to take a pCreateInfo structure VK_KHR_swapchain (Rev 68) - Moved the "validity" include for vkAcquireNextImage to be in its proper place, after the prototype and list of parameters. ... According to the documentation: * pname:specVersion is the version of this extension. It is an integer, incremented with backward compatible changes. Based on the history of vk.xml the above (latest) revision has been available since Vulkan 1.0 so even if they were any backwards incompatible change(s) [as hinted by the revision log] those should be safe. Cc: "13.0" <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv: Do relocations in userspace before execbuf ioctlKristian Høgsberg Kristensen2016-11-092-9/+150
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Since our surface state buffer is shared by all batches, the kernel does a full stall and sync with the CPU between batches every time we call execbuf2 because it refuses to do relocations on an active buffer. Doing them in userspace and passing the NO_RELOC flag to the kernel allows us to perform the relocations without stalling. This improves the performance of Dota 2 by around 30% on a Sky Lake GT2. v2 (Jason Ekstrand): - Better comments (Chris Wilson) - Fixed write_reloc for correct canonical form (Chris Wilson) v3 (Jason Ekstrand): - Skip relocations which aren't needed - Provide an environment variable to always use the kernel - More comments about correctness (Chris Wilson) v4 (Jason Ekstrand): - More comments (Chris Wilson) v5 (Jason Ekstrand): - Rebase on top of moving execbuf2 setup go QueueSubmit Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv: Move relocation handling from EndCommandBuffer to QueueSubmitJason Ekstrand2016-11-094-72/+76
| | | | | | | | | | | | | | | | | | | Ever since the early days of the Vulkan driver, we've been setting up the lists of relocations at EndCommandBuffer time. The idea behind this was to move some of the CPU load out of QueueSubmit which the client is required to lock around and into command buffer building which could be done in parallel. Then QueueSubmit basically just becomes a bunch of execbuf2 calls. Technically, this works. However, when you start to do more in QueueSubmit than just execbuf2, you start to run into problems. In particular, if a block pool is resized between EndCommandBuffer and QueueSubmit, the list of anv_bo's and the execbuf2 object list can get out of sync. This can cause problems if, for instance, you wanted to do relocations in userspace. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv/batch: Move last_ss_pool_bo_offset to the command bufferJason Ekstrand2016-11-092-15/+24
| | | | | | | | | | | | | | | The original reason for putting it in the batch_bo was to allow primaries to share it across secondaries or something like that. However, the relocation lists in secondary command buffers are are always left alone and copied into the primary command buffer's relocation list. This means that the offset really applies at the command buffer level and putting it in the batch_bo doesn't make sense. This fixes a couple of potential bugs around re-submission of command buffers that are not likely to be hit but are bugs none the less. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv: Add an anv_execbuf helper structJason Ekstrand2016-11-092-48/+62
| | | | | | | | | | | This commit adds a little helper struct for storing everything we use to build an execbuf2 call. Since the add_bo function really has nothing to do with a command buffer, it makes sense to break it out a bit. This also reduces some of the churn in the next commit. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv/batch_chain: Improve write_relocJason Ekstrand2016-11-091-5/+22
| | | | | | | | | | | The old version wasn't properly handling large addresses where we have to sign-extend to get it into the "canonical form" expected by the hardware. Also, the new version is capable of doing a clflush of the newly written reloc if requested. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv: Initialize anv_bo::offset to -1Jason Ekstrand2016-11-091-1/+1
| | | | | | | | | | Since -1 is an invalid GPU address, this lets us know whether or not we have a valid address for a buffer. We don't get a valid address until the first time that buffer is used in an execbuf2 ioctl. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv/allocator: Simplify anv_scratch_poolJason Ekstrand2016-11-092-61/+55
| | | | | | | | | | | | | | The previous implementation was being overly clever and using the anv_bo::size field as its mutex. Scratch pool allocations don't happen often, will happen at most a fixed number of times, and never happen in the critical path (they only happen in shader compilation). We can make this much simpler by just using the device mutex. This also means that we can start using anv_bo_init_new directly on the bo and avoid setting fields one-at-a-time. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv: Add a new bo_pool_init helperJason Ekstrand2016-11-094-20/+21
| | | | | | | | This ensures that we're always setting all of the fields in anv_bo Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv: Don't presume to know what address is in a surface relocationJason Ekstrand2016-11-092-53/+15
| | | | | | | | | | | | Because our relocation processing happens at EndCommandBuffer time and because RENDER_SURFACE_STATE objects may be shared by batches, we really have no clue whatsoever what address is actually written to the relocation offset in the BO. We need to stop making such claims to the kernel and just let it relocate for us. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv: Add a cmd_buffer_execbuf helperJason Ekstrand2016-11-093-2/+11
| | | | | | | | | This puts the actual execbuf2 call in anv_batch_chain.c along with the other relocation stuff. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv/device: Add an execbuf wrapperJason Ekstrand2016-11-092-20/+35
| | | | | | | | | This wrapper ensures that we always update all anv_bo::offset fields based on the offsets returned by the kernel. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Cc: "13.0" <[email protected]>
* anv: Make anv_finishme only warn once per call-siteJason Ekstrand2016-11-091-2/+7
| | | | | | | | | When you fire up Dota2 on Haswell you get spammed with thousands of "Implement Gen7 HZ ops" finishme's. The point of anv_finishme is to act as a reminder that there is something left to implement. Printing it once should be sufficient. Signed-off-by: Jason Ekstrand <[email protected]>
* anv: Document cmd_buffer_alloc_binding_tableJason Ekstrand2016-11-081-0/+71
| | | | | | | | Some of the details of this function are very confusing and have a long history. We should document that history and this seems like the best place to do it. Signed-off-by: Jason Ekstrand <[email protected]>
* intel/blorp: Emit all the binding tablesJason Ekstrand2016-11-081-0/+5
| | | | | | | | | | | | | At least on Sky Lake, after emitting 3DSTATE_CONSTANT_*, you are required to re-emit the 3DSTATE_BINDING_TABLE_POINTERS packet for the corresponding stage. If you don't, double-buffering may fail and you may get the wrong constants. It turns out that you need to do this even if you have no push constants to speak of or else the next 3DSTATE_CONSTANT packet you emit for that stage may not work correctly. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]> Cc: "13.0" <[email protected]>
* anv: use limits.h instead of deprecated/obsolete values.hTapani Pälli2016-11-041-1/+1
| | | | | | | | Mesa uses limits.h elsewhere, and this makes is possible to compile anv_allocator.c on Android. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* isl: Only allow Y-tiling for ASTC texturesNanley Chery2016-11-031-0/+6
| | | | | Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv/blorp: Don't create linear ASTC surfaces for buffersNanley Chery2016-11-031-0/+16
| | | | | | | | Such a surface is not possible on our hardware. Without this change, ISL surface creation would fail with the next patch. Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv/formats: Disallow linear ASTC texturesNanley Chery2016-11-031-0/+4
| | | | | Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv/formats: Disallow 1D compressed texturesNanley Chery2016-11-031-0/+11
| | | | | Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv/pipeline: Properly cache prog_data::paramJason Ekstrand2016-11-023-14/+36
| | | | | | | | | | | Before we were caching the prog data but we weren't doing anything with brw_stage_prog_data::param so anything with push constants wasn't getting cached properly. This commit fixes that. Signed-off-by: Jason Ekstrand <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012 Reviewed-by: Timothy Arceri <[email protected]> Cc: "13.0" <[email protected]>
* anv/pipeline: Put actual pointers in anv_shader_binJason Ekstrand2016-11-025-50/+45
| | | | | | | | | | | | | | | While we can simply calculate offsets to get to things such as the prog_data and the key, it's much more user-friendly if there are just pointers. Also, it's a bit more fool-proof. While we're at it, we rework the pipeline cache API to use the brw_stage_prog_data type directly. Signed-off-by: Jason Ekstrand <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012 Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "13.0" <[email protected]>
* intel/blorp: Pass a brw_stage_prog_data to upload_shaderJason Ekstrand2016-11-024-5/+7
| | | | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012 Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "13.0" <[email protected]>
* intel/blorp: Use wm_prog_data instead of hand-rolling our ownJason Ekstrand2016-11-025-66/+28
| | | | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012 Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "13.0" <[email protected]>
* anv: Better handle return codes from anv_physical_device_initJason Ekstrand2016-11-021-1/+1
| | | | | | | | | | | | The case where we just want the loop to continue is INCOMPATIBLE_DRIVER because that simply means that whatever FD we opened isn't a supported Intel chip. Other error codes such as OUT_OF_HOST_MEMORY are actual errors and we should be returning early in that case. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Dave Airlie <[email protected]> Reviewed-by: Eric Engestrom <[email protected]> Cc: "13.0" <[email protected]>
* intel: aubinator: print field values if availableLionel Landwerlin2016-11-013-5/+34
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Turning this : sampler state 0 Sampler Disable: false Texture Border Color Mode: 0 LOD PreClamp Enable: 1 Base Mip Level: 0.000000 Mip Mode Filter: 0 Mag Mode Filter: 1 Min Mode Filter: 1 Texture LOD Bias: foo Anisotropic Algorithm: 0 into this : sampler state 0 Sampler Disable: false Texture Border Color Mode: 0 (DX10/OGL) LOD PreClamp Enable: 1 (OGL) Base Mip Level: 0.000000 Mip Mode Filter: 0 (NONE) Mag Mode Filter: 1 (LINEAR) Min Mode Filter: 1 (LINEAR) Texture LOD Bias: foo Anisotropic Algorithm: 0 (LEGACY) Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Sirisha Gandikota<[email protected]>
* intel: aubinator: load fields values from xml dataLionel Landwerlin2016-11-012-0/+40
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Sirisha Gandikota<[email protected]>
* intel: aubinator: print boolean fields to true with colorsLionel Landwerlin2016-11-013-6/+17
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Sirisha Gandikota<[email protected]>
* anv/device: Return DEVICE_LOST if execbuf2 failsJason Ekstrand2016-11-011-6/+4
| | | | | | | | | | | This makes more sense than OUT_OF_HOST_MEMORY. Technically, you can recover from a failed execbuf2 but the batch you just submitted didn't fully execute so things are in an ill-defined state. The app doesn't want to continue from that point anyway. Signed-off-by: Jason Ekstrand <[email protected]> Cc: "13.0" <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* intel: aubinator: fix printing missing gen optionLionel Landwerlin2016-10-311-2/+2
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* intel: aubinator: fix assumptions on amount of required dataLionel Landwerlin2016-10-311-1/+5
| | | | | | | We require 12 bytes of headers but in some cases we just need 4. Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* intel: aubinator: don't print out blocks twiceLionel Landwerlin2016-10-311-1/+0
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* intel/blorp: remove stale commentTimothy Arceri2016-10-281-3/+0
| | | | Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Rework our usage of ralloc when compiling shadersJason Ekstrand2016-10-274-15/+14
| | | | | | | | | | | | | | | | Previously, we were creating the shader with a NULL ralloc context and then trusting in blorp_compile_fs to clean it up. The only problem was that blorp_compile_fs didn't clean up its context properly so we were leaking. When I went to fix that, I realized that it couldn't because it has to return the shader binary which is allocated off of that context and used by the caller. The solution is to make blorp_compile_fs take a ralloc context, allocate the nir_shaders directly off that context, and clean it all up in whatever function creates the shader and calls blorp_compile_fs. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "12.0, 13.0" <[email protected]>
* intel/blorp: Rename compile_nir_shader to compile_fsJason Ekstrand2016-10-274-14/+14
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Fix a couple asserts around image copy rectanglesJason Ekstrand2016-10-271-2/+6
| | | | | | | | | | | | | | | | | With dealing with rectangles in compressed images, you can have a width or height that isn't a multiple of the corresponding compression block dimension but only if that edge of your rectangle is on the edge of the image. When we call convert_to_single_slice, it creates an 2-D image and a set of tile offsets into that image. When detecting the right-edge and bottom-edge cases, we weren't including the tile offsets so the assert would misfire. This caused crashes in a few UE4 demos Signed-off-by: Jason Ekstrand <[email protected]> Reported-by: "Eero Tamminen" <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98431 Cc: "13.0" <[email protected]> Tested-by: "Eero Tamminen" <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* anv/allocator: Assert that we have a valid gem handle in bo_pool_allocJason Ekstrand2016-10-271-0/+1
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* genxml: Handle failure of Python codegen scripts.Matt Turner2016-10-261-1/+1
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* i965: rewrite brw_setup_vue_interpolation()Timothy Arceri2016-10-262-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Here brw_setup_vue_interpolation() is rewritten not to use the InterpQualifier array in gl_fragment_program which will allow us to remove it. This change also makes the code which is only used by gen4/5 more self contained as it now has its own gen5_fragment_program struct rather than storing the map in brw_context. This means the interpolation map will only get processed once and will get stored in the in memory cache rather than being processed everytime the fs changes. Also by calling this from the fs compile code rather than from the upload code and using the interpolation assigned there we can get rid of the BRW_NEW_INTERPOLATION_MAP flag. It might not seem ideal to add a gen5_fragment_program struct however by the end of this series we will have gotten rid of all the brw_{shader_stage}_program structs and replaced them with a generic brw_program struct so there will only be two program structs which is better than what we have now. V2: Don't remove BRW_NEW_INTERPOLATION_MAP from dirty_bit_map until the following patch to fix build error. V3 - Suggestions by Jason: - name struct gen4_fragment_program rather than gen5_fragment_program - don't use enum with memset() - create interp mode set helper and simplify logic to call it - add assert when calling function to show prog will never be NULL for gen4/5 i.e. no Vulkan Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* nir/i965/anv/radv/gallium: make shader info a pointerTimothy Arceri2016-10-263-11/+11
| | | | | | | | | | When restoring something from shader cache we won't have and don't want to create a nir_shader this change detaches the two. There are other advantages such as being able to reuse the shader info populated by GLSL IR. Reviewed-by: Jason Ekstrand <[email protected]>
* anv: Replace "abi_versions" with correct "api_version".Matt Turner2016-10-252-2/+2
| | | | | | | | git history shows "abi_versions" was used from the outset. Cc: <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98415 Reviewed-by: Dave Airlie <[email protected]>
* isl/format: Correct ASTC entries of format info tableNanley Chery2016-10-241-28/+42
| | | | | | | | | With the isl_format_supports* helpers, we can now conveniently report support for this format on Cherry View. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92925 Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv: automake: cleanup the generated json file during make cleanEmil Velikov2016-10-241-1/+1
| | | | Signed-off-by: Emil Velikov <[email protected]>
* anv: Always use the full driver path in the intel_icd.*.jsonJason Ekstrand2016-10-212-8/+2
| | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Cc: "13.0" <[email protected]>
* anv: Suffix the intel_icd file with the host CPUJason Ekstrand2016-10-212-5/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Vulkan has a multi-arch problem... The idea behind the Vulkan loader is that you have a little json file on your disk that tells the loader where to find drivers. The loader looks for these json files in standard locations, and then goes and loads the my_driver.so's that they specify. This allows you as a driver implementer to put their driver wherever on the disk they want so long as the ICD points in the right place. For a multi-arch system, however, you may have multiple libvulkan_intel.so files installed that the loader needs to pick depending on architecture. Since the ICD file format does not specify any architecture information, you can't tell the loader where to find the 32-bit version vs. the 64-bit version. The way that packagers have been dealing with this is to place libvulkan_intel.so in the top level lib directory and provide just a name (and no path) to the loader. It will then use the regular system search paths and find the correct driver. While this solution works fine for distro-installed Vulkan drivers, it doesn't work so well for user-installed drivers because they may put it in /opt or $HOME/.local or some other more exotic location. In this case, you can't use an ICD json file with just a library name because it doesn't know where to find it; you also have to add that to your library lookup path via LD_LIBRARY_PATH or similar. This patch handles both use-cases by taking advantage of the fact that the loader dlopen()s each of the drivers and, if one dlopen() calls fails, it silently continues on to open other drivers. By suffixing the icd file, we can provide two different json files: intel_icd.x86_64.json and intel_icd.i686.json with different paths. Since dlopen() will only succeed on the libvulkan_intel.so of the right arch, the loader will happily ignore the others and load that one. This allows us to properly handle multi-arch while still providing a full path so user installs will work fine. I tested this on my Fedora 25 machine with 32 and 64-bit builds of our Vulkan driver installed and 32 and 64-bit builds of crucible. It seems to work just fine. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Cc: "13.0" <[email protected]>
* anv: drop unused zero macro.Dave Airlie2016-10-201-2/+0
| | | | | | | I can't see this being used anywhere. Reviewed-by: Jason Ekstrand <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* anv: move to using shared wsi codeDave Airlie2016-10-197-1928/+4
| | | | | | | | This moves the shared code to a common subdirectory and makes anv linked to that code instead of the copy it was using. Reviewed-by: Jason Ekstrand <[email protected]>
* anv/wsi: remove all anv references from WSI common codeDave Airlie2016-10-199-99/+98
| | | | | | the WSI code should be now be clean for sharing. Reviewed-by: Jason Ekstrand <[email protected]>
* anv: move common wsi code to x11/wayland common files.Dave Airlie2016-10-1910-1656/+1851
| | | | | | | Next task is to rename all the anv_ out of this, and move to a common location Reviewed-by: Jason Ekstrand <[email protected]>