With the syncobj support in place, lets use it to implement the
EGL_ANDROID_native_fence_sync extension. This mostly follows previous
implementations in freedreno and etnaviv.
v2: Drop the flags (Eric)
Handle in_fence_fd already in job_submit (Eric)
Drop extra vc4_fence_context_init (Eric)
Dup fds with CLOEXEC (Eric)
Mention exact extension name (Eric)
Signed-off-by: Stefan Schake <stschake@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This gives us access to the fence created for the render job.
v2: Drop flag (Eric)
Signed-off-by: Stefan Schake <stschake@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
We need to know if the kernel supports syncobj submission since otherwise
all the DRM syncobj calls fail.
v2: Use drmGetCap to detect syncobj support (Eric)
Signed-off-by: Stefan Schake <stschake@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Require a version of libdrm with syncobj support.
v2: Don't require a libdrm_vc4, just bump core libdrm if vc4 enabled (by
anholt)
Signed-off-by: Stefan Schake <stschake@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
v2: Synchronized with kernel v2
v3: Update for the finalized kernel ABI (pad2 field)
Signed-off-by: Stefan Schake <stschake@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This was missed in the move back to the local uapi copy.
libdrm_vc4 only seems to consist of headers that also exist in the
Mesa tree.
Signed-off-by: Stefan Schake <stschake@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
With the previous patches, we now update the indirect clear color buffer
every time the clear color changes. Avoid redundant updates.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Allow callers to handle updating the indirect clear color buffer
themselves. This can reduce the number of clear color updates in the
case where a caller performs multiple fast clears with the same clear
color.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
If the aux state is CLEAR and clear color value has changed, only the
surface state must be updated. The bit-pattern in the aux buffer is
exactly the same.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This comment made more sense when it was above the calls to
intel_miptree_slice_set_needs_depth_resolve(). We stopped using these
functions at commit 554f7d6d02
("i965: Move depth to the new resolve functions").
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
For depth buffers, we avoid fast-clearing if the aux_state is already
CLEAR. We do the same for color buffers only if the clear color
doesn't change. We require that the clear colors match because, in
that case, we don't update the indirect clear color outside of BLORP.
Update the indirect clear color for color buffers as well. We'll
enable the same depth buffer optimization for color buffers in a
later patch.
Note that we're now actually updating the indirect clear color twice
in the case where we use BLORP to perform the fast-clear. This is
only temporary. In later patches, we'll prevent BLORP from performing
the update.
v2: Add more context to the commit message (Topi).
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reduce complexity and allow the next patch to delete some code. With
this change, clear operations will still be skipped and setting the
aux_state will cause no side-effects.
Remove the associated comment which implies an early return.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reduce code duplication now and prevent it in the following commits.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This reverts commit 1d94aa1987.
The next patch will make depth miptrees use the clear color setter that
was originally being used for color miptrees. Go back to using the
isl_color_value parameter because it's the same type as the
fast_clear_color field used by color and depth miptrees.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
There isn't much that changes between the aux allocation functions.
Remove the duplicated code.
v2: Inline the switch statement (Jason).
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We're going to delete intel_miptree_alloc_ccs() in the next commit. With
that in mind, replace the use of this function in
do_single_blorp_clear() with intel_miptree_alloc_aux() and move the
delayed allocation logic to it's callers.
v2: Duplicate the delayed allocation comment (Topi Pohjolainen).
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We have enough information to determine the optimal flags internally.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The indirect clear color isn't correctly tracked in
intel_miptree::fast_clear_color. The initial value of ::fast_clear_color
is zero, while that of the indirect clear color is undefined.
Topi Pohjolainen discovered this issue with MCS buffers. This issue is
apparent when fast-clearing an MCS buffer for the first time with
glClearColor = {0.0,}. Although the indirect clear color is undefined,
the initial aux state of the MCS is CLEAR and the tracked clear color is
zero, so we avoid updating the indirect clear color with {0.0,}.
Make the indirect clear color match the initial value of
::fast_clear_color.
Note: although we only have to drop HiZ's BO_ALLOC_BUSY flag for gen10+,
we also drop it pre-gen10 to keep things simple. We add this flag back
for pre-gen10 in a later patch.
v2: Add a note about dropping HiZ's BO_ALLOC_BUSY flag (Topi).
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Add infrastructure for initializing the clear color BO.
intel_miptree_init_mcs is no longer needed with change.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Before this patch, the aux_state was actually AUX_INVALID because the BO
was never defined. This was fine on single slice miptrees because we
would fast-clear the resource right after creation. For multi-slice
miptrees on SKL+ however, this results in undefined behavior when
accessing a non-base slice. Here's a specific example:
1) Fast clear level 0
* Undefined CCS_D buffer allocated in "PASS_THROUGH" state.
* Level 0 transitions to the CLEAR state.
2) Render to level 1
* Level 1 may have a 2-bit pattern of 2's.
* Rendering with a 2 in the CCS is undefined.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Before this patch, if we failed to initialize an MCS buffer, we'd
end up in a state in which the miptree thinks it has an MCS buffer,
but doesn't. We also leaked the clear_color_bo if it existed.
With this patch, we now free the miptree aux buffer resources and let
intel_miptree_alloc_mcs() know that the MCS buffer no longer exists.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
That way the winsys might use a faster path when the global
BO list is NULL.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Having an entrypoint different than "main" doesn't mean we
have multiple shaders per module.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This allows the driver to load against the merged kernel DRM driver. In
the process, rename most of the build system variables and gallium
plumbing functions.
In the process of merging to the kernel, I renamed the driver to the
general product line's name (since we have both vc5 and vc6 supported
already). Since the ABI is finalized, move the header to include/drm-uapi.
At buffer resource validation time, if the resource handle is not yet
created and if the initial buffer bind flags and the tobind flags are
incompatible, just use the tobind flags to create the resource handle.
On the other hand, if the bind flags are compatible, we can combine
the bind flags for the resource handle creation.
Fixes piglit gl-3.1-buffer-bindings crash.
Reviewed-by: Brian Paul <brianp@vmware.com>
Cast the enum to GLint to avoid the compile warning:
/src/mesa/main/get.c:3005:19:
warning: comparison of constant -32768 with expression of type
'GLenum16' (aka 'unsigned short') is always false
-Wtautologicalia-constant-out-of-range-compare
Tests: compilation without this warning
Signed-off-by: jenny.q.cao <jenny.q.cao@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Seems that when the rnndb files for etniviv were updated/included back
in Nov 2017, hw/texdesc_3d.xml.h was missed from Makefile.sources and
meson.build. This was all during the conversion to meson, so it apears
to have slipped through the cracks. As such, this file has been missing
from the official tarballs since inclusion in Mesa, so the git trees
and tarballs differ.
Found due to lintian errors in the Debian packages.
Fixes: f1e1c60ff6 ("etnaviv: Update from rnndb")
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Thanks for your comment. This version has an additional boolean in the
fps_info struct to distinguish between fps and frame time calculation.
The struct is initialised in the respecting install functions for this
purpose.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Use pipe_reference to release old RAT surfaces.
RAT surface adds a reference to pool bo, so use reference counting for pool->bo
as well.
v2: Use the same pattern for both defrag paths
Drop confusing comment
CC: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jan Vesely <jan.vesely@rutgers.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Use a single allocation of array type instead of the old-style array
allocation for the temp and immediate arrays.
Probably only makes a difference if they aren't used indirectly (so,
if we used them solely because there's too many temps or immediates).
In this case the sroa and early-cse passes can sometimes do some
optimizations which they otherwise cannot.
(As a side note, for the temp reg array, we actually really should
use one allocation per array id, not just one for everything.)
Note that the instcombine pass would actually promote such
allocations to single alloc of array type as well, but it's too late
for some artificial shaders we've seen to help (we don't want to run
instcombine at the beginning due to its cost, hence would need
another sroa/cse pass after instcombine). sroa/early-cse help there
because they can actually eliminate all of the huge shader, reducing
it to a single const output (don't ask...).
(Interestingly, instcombine also removes all the bitcasts we do on that
allocation for single-value gathering, and in the end directly indexes
into the single vector elements, which according to spec is only
semi-valid, but this happens regardless. Another thing instcombine also
does is use inbound GEPs, which is probably something we should do
manually as well - for indirectly indexed reg files llvm may not be
able to figure it out on its own, but we should be able to guarantee
all pointers are always inbound. In any case, by the looks of it
using single allocation with array type seems to be the right thing
to do even for ordinary shaders.)
No piglit change.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>