- Jan 04, 2019
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Neil Armstrong authored
This reverts commit 887ba96a.
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Neil Armstrong authored
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Neil Armstrong authored
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Neil Armstrong authored
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Neil Armstrong authored
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- Dec 28, 2018
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Alyssa Rosenzweig authored
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Ryan Houdek authored
Squish pooling See merge request panfrost/mesa!10
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Alyssa Rosenzweig authored
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Ryan Houdek authored
panfrost: Manage texture memory with pb_slab See merge request panfrost/mesa!9
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Alyssa Rosenzweig authored
Adds Bifrost boilerplate to the Panfrost driver See merge request !11
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Ryan Houdek authored
Adds the disassembler from the ShaderProgramDisassembler repository with everything renamed to match the coding practices with the rest of the project.
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Alyssa Rosenzweig authored
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Alyssa Rosenzweig authored
For unclear reasons, glmark2-es2-drm ends up calling pandev_open twice, causing a failure the second time leading us to abort(). The latter time is spurious, since the init has already happened. So, keep track of when we init and ignore attempts to double init. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
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Alyssa Rosenzweig authored
Previously, we had artificially limited the framebuffer size to 2048x1280 to workaround a bug in old versions of Panfrost. This bug is no longer present; the workaround, however, causes substantial issues when paired with a larger display, like Kevin's native Hi-DPI beauty.
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- Dec 27, 2018
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Alyssa Rosenzweig authored
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Alyssa Rosenzweig authored
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Alyssa Rosenzweig authored
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Alyssa Rosenzweig authored
Previously, we allocated a massive amount of transient (single-frame-only) command stream memory and just chipped into that with a linear allocator. This broke if we needed more than we allocated, and it used an absurd amount of memory when we didn't. We continue to use a linear allocator for transient data, but we allocate only a small slab on start-up. As more memory is needed, we gradually increase the size of the pool, ensuring small apps require minimal memory and large apps have enough for their needs. This patch, in combination with the pb memory management patch on which this patch depends, results in es2gears using one-tenth of the memory. That's a 90% savings! The other patch must be merged first.
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Ilia Mirkin authored
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
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Ilia Mirkin authored
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
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Ilia Mirkin authored
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
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Ilia Mirkin authored
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Ilia Mirkin authored
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Ilia Mirkin authored
ATOMFADD is a little special -- make drivers have to specify it explicitly. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Ilia Mirkin authored
This is supported by at least NVIDIA hardware, and exposeable via GL extensions. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Alyssa Rosenzweig authored
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Ilia Mirkin authored
Not sure if this ever worked, but the current logic for setting the min/max index is definitely wrong for indexed draws. While we're at it, bring in all the usual logic from the non-indirect drawing path. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109086 Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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- Dec 26, 2018
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Alyssa Rosenzweig authored
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Emma Anholt authored
We need a 64-bit value, otherwise we only handle the low 32, and happen to sign-extend to claim to write all varying slots if VARYING_SLOT_VAR2 was used. Fixes: 4d0b2c7a ("ttn: Update shader->info as we generate code.") Reviewed-by: Rob Clark <robdclark@gmail.com>
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Alyssa Rosenzweig authored
Previously, we allocated a single 256MB slab of texture memory on init, never freed anything, and hoped it was enough. This is bad on so many levels. This patch uses the pb_slab interface courtesy of AMD to manage texture memory. With the new API, we don't allocate any slabs on startup; we instead provide a callback for allocating a new slab of memory, which we implement with the existing kbase API. Then, we use its methods to allocate and free texture memory. For real-world motivation, without this patch, running sway+es2gears (via Panfrost/llvmpipe respectively) would allocate 50% of my memory, and then crash after a short amount of time due to OOM conditions. With this patch, the same combination allocates about 30% of memory and can run essentially indefinitely, since we're freeing resources appropriately. Future patches will extend this interface for other parts of the cmdstream to further reduce our memory footprint.
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- Dec 25, 2018
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Ryan Houdek authored
midgard: Fix off-by-one in OP_CHANNEL_COUNT See merge request panfrost/mesa!7
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Ryan Houdek authored
panfrost: Support float/vec2/vec3 attributes See merge request panfrost/mesa!5
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Ryan Houdek authored
Compose the format swizzle with the descriptor swizzle (fixes sway coloring) See merge request panfrost/mesa!6
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Alyssa Rosenzweig authored
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Alyssa Rosenzweig authored
We allocate 2-bits to store the channel count [1, 4], but the values were not adjusted to fit in [0, 3]. Accordingly, fdot4 with a constant exhibited the same issue as fdot3 prior to the OP_CHANNEL_COUNT quirk was introduced to begin with. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
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Alyssa Rosenzweig authored
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Alyssa Rosenzweig authored
Previously, we had hard-coded the number of components to equal 4 (vec4), due to mysterious issues occurring when the count was less than 4. Further investigation shows that not only the component count needs updating but also the magic value in the unknown1 field. That field still needs to be further decoded - I suspect it controls how extra components are padded out - but for now, this patch allows these attributes to work at all. This enables Sway to render.
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Alyssa Rosenzweig authored
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Alyssa Rosenzweig authored
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