| Commit message (Collapse) | Author | Age | Files | Lines |
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On GLSL that info is set as a layout qualifier when redeclaring
gl_FragCoord, so somehow tied to a specific variable. But in practice,
they behave as a global of the shader. On ARB programs they are set
using a global OPTION (defined at ARB_fragment_coord_conventions), and
on SPIR-V using ExecutionModes, that are also not tied specifically to
the builtin.
This patch moves that info from nir variable and ir variable to nir
shader and gl_program shader_info respectively, so the map is more
similar to SPIR-V, and ARB programs, instead of more similar to GLSL.
FWIW, shader_info.fs already had pixel_center_integer, so this change
also removes some redundancy. Also, as struct gl_program also includes
a shader_info, we removed gl_program::OriginUpperLeft and
PixelCenterInteger, as it would be superfluous.
This change was needed because recently spirv_to_nir changed the order
in which execution modes and variables are handled, so the variables
didn't get the correct values. Now the info is set on the shader
itself, and we don't need to go back to the builtin variable to set
it.
Fixes: e68871f6a ("spirv: Handle constants and types before execution
modes")
v2: (Jason)
* glsl_to_nir: get the info before glsl_to_nir, while all the rest
of the info gathering is happening
* prog_to_nir: gather the info on a general info-gathering pass,
not on variable setup.
v3: (Jason)
* Squash with the patch that removes that info from ir variable
* anv: assert that OriginUpperLeft is true. It should be already
set by spirv_to_nir.
* blorp: set origin_upper_left on its core "compile fragment
shader", not just on some specific places (for this we added an
helper on a previous patch).
* prog_to_nir: no need to gather specifically this fragcoord modes
as the full gl_program shader_info is copied.
* spirv_to_nir: assert that we are a fragment shader when handling
this execution modes.
v4: (reported by failing gitlab pipeline #18750)
* state_tracker: update too due changes on ir.h/gl_program
v5:
* blorp: minor change after change on previous patch
* radeonsi: update due this change.
v6: (Timothy Arceri)
* prog_to_nir: remove extra whitespace
* shader_info: don't use :1 on origin_upper_left
* glsl: program.fs.origin_upper_left/pixel_center_integer can be
move out of the shader list loop
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This is a no-op for drivers supporting persistent mappings.
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Seems like we forget to update the index buffer (ib) status and
IndexedDrawCutIndexEnable or CutIndexEnable flag is left unchanged it
leads to ignoring of glEnable/glDisable functions for GL_PRIMITIVE_RESTART
in some cases. The index buffer (ib) status should be re-emmited after the
reset option change to avoid some unexpected behavior.
Reviewed-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109451
Cc: <[email protected]>
Signed-off-by: Andrii Simiklit <[email protected]>
Signed-off-by: Andrii Simiklit <[email protected]>
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This uses prog_to_nir to translate ARB assembly programs to NIR.
Co-authored by Tim Arceri, Dave Airlie, and Ken Graunke:
- [Tim Arceri]: original patch
- [Dave Airlie]: fix crashes with parameter names
- [Ken Graunke]:
- Rebase on SCALAR_ISA cap, lower wpos_ytransform too.
- Rebase on streamout fixes.
- Lower system values for fragcoord support.
- Don't try to use prog_to_nir for ATI_fragment_shader programs.
- Create TGSI for fixed-function or ARB vertex shaders even if the
driver prefers NIR, so we can create draw module shaders for
feedback/select emulation, which rely on TGSI.
Tested on:
- iris (Intel Skylake/Kabylake): Piglit & GL CTS - Ken Graunke
- radeonsi (AMD Vega 64): Piglit - Ken Graunke
- vc4/v3d - Piglit - Eric Anholt
- freedreno - dEQP - Kristian Høgsberg
Fixes lit_degenerate_case on vc4 and v3d, and vp-address-01,
vp-arl-constant-array-huge-offset-neg, and vp-arl-neg-array on v3d.
No Piglit regressions on radeonsi; no dEQP regressions on freedreno.
Acked-by: Eric Anholt <[email protected]>
Tested-by: Eric Anholt <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Even if the driver wants to use NIR shaders, we may need to have TGSI
tokens for creating draw module vertex shaders for the feedback/select
render modes.
So...if the st_vertex_program has any TGSI...copy it to the variant.
Acked-by: Eric Anholt <[email protected]>
Tested-by: Eric Anholt <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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In the new Intel Iris driver, I am using Tim's new packed uniform
storage system. It works great, with one caveat: our scalar compiler
backend assumes that uniform offsets will be aligned to the underlying
data type. For example, doubles must be 64-bit aligned, floats 32-bit,
half-floats 16-bit, and so on. It does not need any other padding.
Currently, _mesa_add_parameter aligns everything to 32-bit offsets,
creating doubles that have an unaligned offset. This patch alters
that code to align doubles to 64-bit offsets.
This may be slightly less optimal for drivers which can support full
packing, and allow reads from unaligned offsets at no penalty. We could
make this extra alignment optional. However, it only comes into play
when intermixing double and single precision uniforms. Doubles are
already not too common, and intermixed values (floats then doubles)
is probably even less common. At most, we burn a single 32-bit slot
to the alignment, which is not that expensive. So, it doesn't seem
worthwhile to add the extra complexity.
Eventually, we'll likely want to update this code to allow half-float
values to be packed tighter than 32-bit offsets. At that point, we'll
probably want to revisit what drivers ultimately want, and add options.
Acked-by: Timothy Arceri <[email protected]>
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I'd like to use this in the prog_parameter.c code, so I need to move it
into C, make it non-static, and so on. This probably isn't the ideal
place for it, but I couldn't think of a better one.
Acked-by: Timothy Arceri <[email protected]>
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From the table in isl_format.c, it appears that all generations
support blending on 32-bit float surfaces.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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If the driver supports PIPE_BIND_BLENABLE on RGBA32F, flip
EXT_float_blend on (which will affect ES3 contexts).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]>
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If EXT_float_blend is not supported, error out on blending of FP32
attachments in an ES2 context.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Found by inspection.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 3da858a6b990c5 ("intel/compiler: add scale_factors to sampler_prog_key_data")
Reviewed-by: Tapani Pälli <[email protected]>
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This fixes invalid access to Attachment array which would occur if caller
would exceed MaxColorAttachments. In practice this should not ever happen
because DiscardFramebufferEXT specifies only GL_COLOR_ATTACHMENT0 to be
valid and InvalidateFramebuffer will error out before but this should
make coverity happy.
v2: const, remove _EXT (Ian)
CID: 1442559
Fixes: 0c42b5f3cb9 "mesa: wire up InvalidateFramebuffer"
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Object handles are local to the device fd, so double check we are not
mixing together objects from multiple screens on execbuf submission.
Reviewed-by: Kenneth Graunke <[email protected]>
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After the previous changes to emulate the ETC/EAC formats using the
secondary shadow miptree, the etc_format field of the intel_mipmap_tree
struct became redundant and the remaining check that used it has been
replaced. (Nanley Chery)
Reviewed-by: Nanley Chery <[email protected]>
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OES_copy_image extension was disabled on Gen7 due to the lack of support
for ETC2 images. Enabled it back. (Kenneth Graunke)
v2:
- Removed the blank lines in the comments above OES_copy_image and
OES_texture_view extensions in intel_extensions.c (Nanley Chery)
Reviewed-by: Nanley Chery <[email protected]>
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For CopyImageSubData to copy the data during the 1st draw call, we need
to update the shadow tree right before the rendering.
v2:
- Added assertion that the miptree doesn't need update at the time we
update the texture surface. (Nanley Chery)
v3:
- As we now update the tree before the rendering we don't need to copy
the data during the unmap anymore. Removed the unnecessary update from
the intel_miptree_unmap in intel_mipmap_tree.c (Nanley Chery)
v4:
- Fixed unrelated empty line removal (Nanley Chery)
- As now the intel_upate_etc_shadow of intel_mipmap_tree.c is only
called inside its following function, we don't need to declare it at
the top of the file anymore. (Nanley Chery)
Reviewed-by: Nanley Chery <[email protected]>
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GPUs Gen < 8 cannot sample ETC2 formats. So far, they converted the
compressed EAC/ETC2 images to non-compressed RGBA images. When
GetCompressed* functions were called, the pixels were returned in this
RGBA format and not the compressed format that was expected.
Trying to fix this problem, we use a secondary shadow miptree to store the
decompressed data for the rendering and the main miptree to store the
compressed for the Get functions to work. Each time that the main miptree
is written with compressed data, we decompress them to RGB and update the
shadow. Then we use the shadow for rendering.
v2:
- Fixes in the commit message (Nanley Chery)
- Reversed the changes in brw_get_texture_swizzle and swapped the b, g
values at the time that we decompress the data in the function:
intel_miptree_update_etc_shadow of intel_mipmap_tree.c (Nanley Chery)
- Simplified the format checks in the miptree_create function of the
intel_mipmap_tree.c and reserved the call of the
intel_lower_compressed_format for the case that we are faking the ETC
support (Nanley Chery)
- Removed the check for the auxiliary usage for the shadow miptree at
creation (miptree_create of intel_mipmap_tree.c) as we won't use
auxiliary buffers with these types of trees (Nanley Chery)
- Set the etc_format of the non-ETC miptrees to MESA_FORMAT_NONE and
removed the unecessary checks (Nanley Chery)
- Fixed an unrelated indentation change (Nanley Chery)
- Modified the function intel_miptree_finish_write to set the
mt->shadow_needs_update to true to catch all the cases when we need to
update the miptree (Nanley Chery)
- In order to update the shadow miptree during the unmap of the
main and always map the main (Nanley Chery) the following change was
necessary: Splitted the previous update function that was updating all
the mipmap levels and use two functions instead: one that updates one
level and one that updates all of them. Used the first during unmap
and the second before the rendering.
- Removed the BRW_MAP_ETC_BIT flag and the mechanism to decide which
miptree should be mapped each time and reversed all the changes in the
higher level texture functions that upload data to textures as they
aren't needed anymore.
- Replaced the boolean needs_fake_etc with an inline function that
checks when we need to fake the ETC compression (Nanley Chery)
- Removed the initialization of the strides in the update function as
the values will be overwritten by the intel_miptree_map call (Nanley
Chery)
- Used minify instead of division in the new update function
intel_miptree_update_etc_shadow_levels in intel_mipmap_tree.c (Nanley
Chery)
- Removed the depth from the calculation of the number of slices in
the new update function (intel_miptree_update_etc_shadow_levels of
intel_mipmap_tree.c) as we don't need to support 3D ETC images.
(Nanley Chery)
v3:
- Renamed the rgba_fmt in function miptree_create
(intel_mipmap_tree.c) to decomp_format as the format is not always in
rgba order. (Nanley Chery)
- Documented the new usage for the shadow miptree in the comment above
the field in the intel_miptree struct in intel_mipmap_tree.h (Nanley
Chery)
- Removed the redundant flags from the mapping of the miptrees in
intel_miptree_update_etc_shadow of intel_mipmap_tree.c (Nanley Chery)
- Fixed the switch from surface's logical level to physical level in
the intel_miptree_update_etc_shadow_levels of intel_mipmap_tree.c
(Nanley Chery)
- Excluded the Baytrail GPUs from the check for the ETC emulation as
they support the ETC formats natively. (Nanley Chery)
- Simplified the check if the format is BGRA in
intel_miptree_update_etc_shadow of intel_mipmap_tree.c (Nanley Chery)
v4:
- Removed the functions intel_miptree_(map|unmap)_etc and the check if
we need to call them as with the new changes, they became unreachable.
(Nanley Chery)
- We'd rather calculate the level width and height using the shadow
miptree instead of the main in intel_miptree_update_etc_shadow_levels of
intel_mipmap_tree.c (Nanley Chery)
- Fixed the format in the mt_surface_usage, set at the miptree creation,
in miptree_create of intel_mipmap_tree.c (Nanley Chery)
v5:
- Fixed the levels calculations in intel_mipmap_tree.c (Nanley Chery)
- Update the flag shadow_needs_update outside the function
intel_miptree_update_etc_shadow (Nanley Chery)
- Fixed indentation error (Nanley Chery)
v6:
- Fixed typo in commit message (Nanley Chery)
- Simplified the assignment of the mt_fmt in the miptree_create of the
intel_mipmap_tree.c (Nanley Chery)
- Combined declarations and assignments where it was possible in the
intel_miptree_update_etc_shadow and
intel_miptree_update_etc_shadow_levels of the intel_mipmap_tree.c
(Nanley Chery)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81843
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104272
Reviewed-by: Nanley Chery <[email protected]>
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Use more generic field names. We'll reuse these fields for a workaround
with ASTC miptrees.
Reviewed-by: Eleni Maria Stea <[email protected]>
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Instead of generating a GL_INVALID_ENUM error when the type or format
is incorrect while using glClear{Named}Buffer{Sub}Data, generate
GL_INVALID_VALUE.
From page 72 (page 94 of the PDF) of the OpenGL 4.6 spec:
" An INVALID_VALUE error is generated if type is not one of the
types in table 8.2.
An INVALID_VALUE error is generated if format is not one of the
formats in table 8.3."
Fixes the following test:
KHR-GL45.direct_state_access.buffers_errors
v2: correct the doxygen documentation.
Cc: Pi Tabred <[email protected]>
Cc: Brian Paul <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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We have cases where we would not like to expose these.
v2: call the option allow_rgb565_configs for consistency
with existing allow_rgb10_configs (Eric, Jason)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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There was an issue recently caused by the system header being included
by mistake, so let's just get rid of this include path and always
explicitly #include "drm-uapi/FOO.h"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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This extension simply drops a draw time restriction:
"Furthermore, an INVALID_OPERATION error is generated by
DrawArrays and the other drawing commands defined in section
2.8.3 (10.5 in ES 3.1) if blending is enabled (see below) and
any draw buffer has 32-bit floating-point format components."
We never correctly enforced this restriction anyway, so we were
basically already implementing it. We just need to advertise it
for our behavior to be correct.
The extension requires EXT_color_buffer_float, but we already enable
that via dummy_true. So we can dummy_true this one as well.
Found while debugging WebGL conformance tests. Does not fix any.
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: Lin Johnson <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Patch propagates given scale_factors to lowering options.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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prog->SamplersUsed is set by the linker when validating resource limits,
while info->textures_used is gathered after NIR optimizations, which may
have eliminated some unused surfaces.
This may let us skip some work.
Reviewed-by: Eric Anholt <[email protected]>
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textures_used_by_txf is a subset of textures_used which is a subset
of prog->SamplerUnits. This should do nothing.
Reviewed-by: Eric Anholt <[email protected]>
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Eric and I would like a bitmask of which samplers are used, similar to
prog->SamplersUsed, but available in NIR. The linker uses SamplersUsed
for resource limit checking, but later optimizations may eliminate more
samplers. So instead of propagating it through, we gather a new one.
While there, we also gather the existing textures_used_by_txf bitmask.
Gathering these bitfields in nir_shader_gather_info is awkward at best.
The main reason is that it introduces an ordering dependency between the
two passes. If gathering runs before lower_samplers_as_deref, it can't
look at var->data.binding. If the driver doesn't use the full lowering
to texture_index/texture_array_size (like radeonsi), then the gathering
can't use those fields. Gathering might be run early /and/ late, first
to get varying info, and later to update it after variant lowering. At
this point, should gathering work on pre-lowered or post-lowered code?
Pre-lowered is also harder due to the presence of structure types.
Just doing the gathering when we do the lowering alleviates these
ordering problems. This fixes ordering issues in i965 and makes the
txf info gathering work for radeonsi (though they don't use it).
Reviewed-by: Eric Anholt <[email protected]>
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Until now, prog_to_nir has been setting texture_index and sampler_index
directly. This is different than GLSL shaders, which create variable
dereferences and rely on lowering passes to reach this final form.
radeonsi uses variable dereferences for samplers rather than
texture_index and sampler_index, so it doesn't even make sense to set
them there. By moving to derefs, we ensure that both GLSL and ARB
programs produce the same final form that the driver desires.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This will make it easier to reuse across GLSL / ARB / built-ins.
Reviewed-by: Eric Anholt <[email protected]>
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An upcoming patch will start building derefs in prog_to_nir, at which
point we'll need to lower them to indexes.
This gets both GLSL and non-GLSL shaders using the same paths.
Reviewed-by: Eric Anholt <[email protected]>
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Piglit's vp-max-array test creates a vertex program containing a uniform
array sized to the value of GL_MAX_NATIVE_PROGRAM_PARAMETERS_ARB. Mesa
will then add additional state-var parameters for things like the MVP
matrix.
radeonsi currently exposes a value of 4096, derived from constant buffer
upload size. This means the array will have 4096 elements, and the
extra MVP state-vars would get a prog_src_register::Index of over 4096.
Unfortunately, prog_src_register::Index is a signed 13-bit integer, so
values beyond 4096 end up turning into negative numbers. Negative
source indexes are only valid for relative addressing, so this ends up
generating illegal IR.
In prog_to_nir, this would cause an out of bounds array access.
st_mesa_to_tgsi checks for a negative value, assumes it's bogus,
and remaps it to parameter 0 in order to get something in-range.
This isn't right - instead of reading the MVP matrix, it would read
the first element of the vertex program's large array. But the test
only checks that the program compiles, so we never noticed that it
was broken.
This patch limits the size of the program limits, with the understanding
that we may need to generate additional state-vars internally. i965 has
exposed 1024 for this limit for years, so I don't expect lowering it to
2048 will cause any practical problems for radeonsi or other drivers.
Fixes vp-max-array with prog_to_nir.c.
Cc: "19.0" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I guess that when we calculating the width0, height0, depth0
to use for function 'intel_miptree_create' we need to consider
the 'base level' like it is done in the 'intel_miptree_create_for_teximage'
function.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107987
Signed-off-by: Andrii Simiklit <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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If the driver does not support rendering to these formats but does
support texturing, we can end up in incompatibilities between textures
and renderbuffers that are then copied to.
Fixes KHR-GL45.copy_image.functional on nvc0
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: 19.0 <[email protected]>
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Some NVIDIA hardware can accept 128 fragment shader input components,
but only have up to 124 varying-interpolated input components. We add a
new cap to express this cleanly. For most drivers, this will have the
same value as PIPE_SHADER_CAP_MAX_INPUTS for the fragment shader.
Fixes KHR-GL45.limits.max_fragment_input_components
Signed-off-by: Karol Herbst <[email protected]>
[imirkin: rebased, improved docs/commit message]
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: 19.0 <[email protected]>
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Fixes: cdc53fa81cbeb80373eac33ef7695d9025caf14b
Acked-by: Kenneth Graunke <[email protected]>
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Iris would like to use compact arrays for tesslevels and clip/cull
distances. radeonsi will likely want to switch to these at some point,
since it'll be necessary for GL_ARB_gl_spirv support, but it's not ready
for them just yet.
Reviewed-by: Timothy Arceri <[email protected]>
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Today, st always sets LowerCombinedClipCullDistance, causing the GLSL IR
lowering to run, giving us vec4[2] arrays. I would like to disable this
and instead run the NIR lowering so that we get compact float[] arrays
instead.
Calling the new pass is a noop if the GLSL IR pass has already run, so
it's safe to call the pass unconditionally.
Reviewed-by: Timothy Arceri <[email protected]>
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Some drivers, such as radeonsi, use a system value for gl_FragCoord
rather than an input variable. In this case, our Mesa IR will have
a PROGRAM_SYSTEM_VALUE register, which we need to translate.
This makes prog_to_nir work for Gallium drivers which expose the
PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL capability bit.
Reviewed-by: Eric Anholt <[email protected]>
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We can simply iterate the bits rather than using util_last_bit and
checking each one up until that point.
Reviewed-by: Eric Anholt <[email protected]>
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Acked-by: Marek Olšák <[email protected]>
Tested-by: Rob Clark <[email protected]>
Tested-by: Eric Anholt <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Rob Clark <[email protected]>
Tested-by: Eric Anholt <[email protected]>
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We implement the basic VS and FS, as well as the VS that does layered
clears by writing gl_Layer from the vertex shader. Drivers which need
a geometry shader for writing layer continue falling back to TGSI, as
I didn't need this and so didn't bother implementing it. (We certainly
could, however, if people want to add it in the future.)
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Rob Clark <[email protected]>
Tested-by: Eric Anholt <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Rob Clark <[email protected]>
Tested-by: Eric Anholt <[email protected]>
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This provides a native NIR version of the DrawPixels/Bitmap passthrough
vertex shader.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Rob Clark <[email protected]>
Tested-by: Eric Anholt <[email protected]>
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The state tracker generates several built-in shaders in order to
perform scissored clears, upload/download PBOs, and so on. These
are currently constructed using TGSI, using ureg and u_simple_shader.
I want to have NIR versions of these shaders, for my Gallium driver
that has a NIR backend but no TGSI support. To that end, we'll want
a few helpers to help construct simple shaders.
This patch adds two new helpers:
- st_nir_finish_builtin_shader() takes a manually constructed NIR
shader, applies lowering passes (like st_link_nir would do for GLSL),
and constructs the pipe_shader_state.
- st_nir_make_passthrough_shader() makes a simple passthrough shader,
which copies inputs to outputs. This is similar to u_simple_shaders.
v2: Set info->fs.untyped_color_outputs for vc4/v3d (thanks Eric!).
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Rob Clark <[email protected]>
Tested-by: Eric Anholt <[email protected]>
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I want to reuse this for built-in shaders.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Rob Clark <[email protected]>
Tested-by: Eric Anholt <[email protected]>
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