1. 28 Dec, 2018 6 commits
  2. 27 Dec, 2018 13 commits
  3. 26 Dec, 2018 3 commits
    • Alyssa Rosenzweig's avatar
      Fix regression in -bjellyfish · da7c2388
      Alyssa Rosenzweig authored
    • Eric Anholt's avatar
      gallium/ttn: Fix setup of outputs_written. · 7d7ecfbc
      Eric 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
      Fixes: 4d0b2c7a ("ttn: Update shader->info as we generate code.")
      Reviewed-by: Rob Clark's avatarRob Clark <robdclark@gmail.com>
    • Alyssa Rosenzweig's avatar
      panfrost: Manage texture memory with pb_slab · 25c3cae3
      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
      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.
  4. 25 Dec, 2018 9 commits
  5. 24 Dec, 2018 1 commit
    • Lionel Landwerlin's avatar
      anv: don't do partial resolve on layer > 0 · e2ae5f2f
      Lionel Landwerlin authored
      We've made the choice not to use fast clears on layer > 0 with
      multilayer images. This is partly because we would need to store
      multiple clear colors for each layer, making the existing memory
      layout, already including aux surfaces, fast clear color, image state,
      etc... even more complex.
      Partial resolves are the operations transfering the clear colors into
      the auxiliary buffers. This operation is currently implemented in
      Blorp by loading the clear color from the image's BO, into a shader
      that then samples from the auxiliary buffer and writes the color only
      if it isn't there already.
      The problem here is that because we store only one clear color for all
      layers and it is used for partial resolves. If you trigger a partial
      clear on a layer > 0, then you're likely to deal with a color that is
      not what you actually want. In the particular issues below, we have
      multiple layers, each cleared with a different color but the partial
      resolve just writes the wrong color into the auxiliary buffers for
      layers > 0.
      Signed-off-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
      Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108910
      Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108911
      Cc: mesa-stable@lists.freedesktop.org
  6. 23 Dec, 2018 6 commits
  7. 22 Dec, 2018 2 commits