1. 06 Jul, 2018 3 commits
  2. 05 Jul, 2018 1 commit
  3. 03 Jul, 2018 1 commit
  4. 05 Jul, 2018 2 commits
  5. 04 Jul, 2018 2 commits
    • Ville Syrjälä's avatar
      tests/gem_render_copy: Use a more elaborate pattern of pixels · aaa23eff
      Ville Syrjälä authored
      Checking whether we can copy solid rectangles isn't particularly
      robust. Eg. errors in texture coordinates/interpolation wouldn't
      necessarily show up at all because all texels are identical.
      
      Let's switch to a more elaborate pattern that should catch such
      errors. And we'll also change the test to not start the copy
      from position 0,0 in the texture.
      
      We'll generate the reference image (against which the rendercopy
      results are compared) by peforming an identical copy using the
      cpu.
      
      v2: Use gtt mmap instead of pread/pwrite (Chris)
          Offset the dst coordinates by -1,-1 to make sure
          the copy doesn't go past the intended region
      Signed-off-by: Ville Syrjälä's avatarVille Syrjälä <ville.syrjala@linux.intel.com>
      Reviewed-by: Chris Wilson's avatarChris Wilson <chris@chris-wilson.co.uk>
      aaa23eff
    • Chris Wilson's avatar
      amdgpu/amd_prime: Reduce setup time · 20f4aee0
      Chris Wilson authored
      If we allow 5s (+20% systematic error) to construct the fences, we may
      reasonably assume that it will take equally as long to consume them. As
      we only have 10s before the vgem fence times out, there is no margin of
      safety. Err on the side of safety and reduce it down to 2s, we won't test
      importing as many fences simultaneously, but after the first full pages
      we should be good at spotting errors!
      Signed-off-by: Chris Wilson's avatarChris Wilson <chris@chris-wilson.co.uk>
      Reviewed-by: Daniel Vetter's avatarDaniel Vetter <daniel.vetter@ffwll.ch>
      20f4aee0
  6. 03 Jul, 2018 2 commits
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  20. 08 Jun, 2018 1 commit