PIPE_TIMEOUT_INFINITE is unsigned and gets assigned to signed fields
where it ends up as -1. When this reaches the kernel as a timeout it
gets translated as no timeout, which cause the waiting functions to
return immediately and not actually wait for a completion.
This seems to cause unstable results with lima where even piglit tests
randomly fail.
Handle this by setting the signed max value in case of infinite timeout.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Our hardware supports independent (per-RT) blending, but we need to
route those settings through from Gallium.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Fixes DATA_INVALID_FAULTs with multiple render targets.
We do always allocate space for 4 cbufs just to keep things sane. This
may not be strictly necessary.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
I don't think the hardware cares, but this adds a lot of noise to traces
that we would rather not need to look at.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It doesn't... make a ton of sense to need to assert and this routine is
hotter than you might expect. Doesn't matter for release builds, of
course.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Fixes: 797a2e4fd0 ("etnaviv: update logic to determine uniform limits")
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Also this adds the missing impl for etna_dump_shader_nir(..).
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Have a correct answer to GL_MAX_FRAGMENT_UNIFORM_VECTORS and
GL_MAX_VERTEX_UNIFORM_VECTORS.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach l.stach@pengutronix.de
The flush callback may be called on the same pipe context, and thus
the same stream, from two different threads of execution. However,
etna_cmd_stream_flush{,2}() must not be called on the same stream
from two different threads of execution as that would mess up the
etna_bo refcounting and likely have other ugly side effects.
Fix this by using a reentrant screen lock around the flush callback.
Signed-off-by: Marek Vasut <marex@denx.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
Now we have an accessors for ppir src, so it's possible to easily
print all srcs and dests while dumping ppir representation.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Sometimes we need to walk through ppir_node sources, common
accessor for all node types will simplify code a lot.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
The DRI interface for modifiers with aux data treats the aux data as a
separate plane of the main surface.
When the dri layer requests the plane associated with the aux data, we
save the required information into the dri aux plane image.
Later when the image is used, the dri plane image will be available in
the pipe_resource structure's `next` field. Therefore in iris, we
reconstruct the aux setup from this separate dri plane image when the
image is used.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reworks:
* If the aux-state is not ISL_AUX_STATE_AUX_INVALID, then use memset
even when memset_value is zero. The hiz buffer initial aux-state
will be set to invalid, and therefore we can skip the memset. But,
for CCS it will be set to ISL_AUX_STATE_PASS_THROUGH, and therefore
the aux data must be cleared to 0 with the memset. Previously we
would use BO_ALLOC_ZEROED with the CCS aux data, so this memset
wasn't required. Now, the CCS aux data may be part of the main
surface. We prefer to not use BO_ALLOC_ZEROED excessively, so the
memset is needed for the CCS case. (Nanley)
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is not currently required because the hiz buffer is in a separate
buffer, and therefore the offset is 0. If we combine the aux buffer
with the main surface buffer, then the hiz offset may become non-zero.
Suggested-by: Nanley Chery <nanley.g.chery@intel.com>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We can't intersect with empty regions.
Fixes: 65ae86b854 ("panfrost: Add support for KHR_partial_update()")
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Midgard has no hardware support for transform feedback, so we simulate
it in software. Lucky us.
What Midgard does do is write out vertex shader outputs to main memory
unconditonally. Fragment shaders read varyings back from main memory;
there's no on-chip storage for varyings. Whether this was a reasonable
design is a question I will not be engaging in this commit message.
What that does mean is that, in some sense, Midgard *always* does
transform feedback uncondtionally, and there's no way to turn off
transform feedback. Normally, we would allocate some scratch memory
every frame to store the varyings in an arbitrary format (interleaved
for simplicity), and then feed that scratch to the fragment shader and
discard when the rendering completes.
The only difference now is that sometimes, for some buffers, we use a BO
provided to us by Gallium and a format provided by Gallium, instead of
allocating the memory and choosing the format ourselves. This has some
limitations -- in particular, it only works at vec4 granularity, so a
corresponding GLSL linkage patch is needed to correctly implement
transform feedback for non-vec4 types. Nevertheless, given the hardware
already works in this admittedly-bizarre fashion, transform feedback is
"free". Or, at least, it's no more expensive than any other rendering.
Specifically not implemented is dynamically-sized transform feedback
(i.e. with geometry/tesselation shaders).
Spoiler alert: Midgard has no support for geometry *or* tessellation
shaders, despite advertising support. They get compiled to *massive*
compute shaders. How's that for checkbox compliance?
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
We have to maintain the internal offset ourselves. Per v3d.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
We could probably get away with doing this once per pipe_shader_state
but let's not jump down that rabbit hole quite yet.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
It's there in shader_info, but we need to access it from pan_context.c
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
We'll need this in a moment. Ken's implementation, lightly edited for
Panfrost.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Suggested-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
This is a huge hack to workaround incomplete BO flushing logic, but it's
enough for the dEQP transform feedback tests, and doing the resource
management to get this right is out-of-scope for this patch series.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
It doesn't really make sense, since we don't have special texture
coordinate varyings, but it'll make some code simpler for XFB and it
doesn't hurt us, even if I lose a bit of my soul setting it.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN should now be handled.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
We're just going to compute them in the driver but let's get the
structures setup to handle them. Implementation from v3d.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
If driver-params are required, we really should emit it on every draw
for correctness. And if not required, we should emit a DISABLE so that
un-applied state updates from previous draws don't corrupt the const
state.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Which takes ownership of the stateobj. Useful for streaming state-
objs, to avoid an extra ref/unref
Worth ~5% at gl_driver2
Signed-off-by: Rob Clark <robdclark@chromium.org>
Should be no functional change. Next step is to re-arrange various
const state into different stateobjs.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Hoist them out of code-paths that will eventually be called directly for
various a6xx+ const related stateobjs.
This ends up duplicating one constlen check in ir3_emit_vs_consts(), to
avoid what could otherwise be an unnecessary WFI on older gens.
Signed-off-by: Rob Clark <robdclark@chromium.org>
These don't need to be in context, and we'll need them in screen in a
later patch. Plus it's a good cleanup.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Move DP emit to it's own function. No functional change, just code
motion to prepare for splitting up const state into multiple state-
objs on a6xx.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Implement ->set_damage_region() region to support partial updates.
This is a dummy implementation in that it does not try to merge
damage rects. It also does not deal with distinct regions and instead
pick the largest quad as the only damage rect and generate up to 4
reload rects out of it (the left/right/top/bottom regions surrounding
the biggest damage rect).
We also do not try to reduce the number of draws by passing all quad
vertices to the blit request (would require extending u_blitter)
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The OpenGL ES spec requires that the value of gl_PointSize is clamped
to an implementation-dependent range matching what is advertised by
GL_ALIASED_POINT_SIZE_RANGE. For VC4 this is [1.0, 512.0], but the
hardware won't clamp to the minimum side of the range and won't render
points with a size strictly smaller than 1.0 either, so we need to
clamp manually. For points larger than the maximum size of the range
the hardware clamps automatically.
Fixes piglit test:
spec/!opengl 2.0/vs-point_size-zero
Reviewed-by: Eric Anholt <eric@anholt.net>
If the current job has a sequence of draw calls involving SSBOs and/or
shader images, we would flush the job in between each draw call.
With this change, we won't flush the current job and we rely on the
application inserting correct barriers by issuing glMemoryBarrier()
when needed.
v2 (Eric):
- When mapping a buffer for writing, we always need to flush.
Reviewed-by: Eric Anholt <eric@anholt.net>
PIPE_BARRIER_UPDATE is defined as:
PIPE_BARRIER_UPDATE_BUFFER | PIPE_BARRIER_UPDATE_TEXTURE
Which means we were flushing for any flags other than these two, but
this was intended to only flush for ssbos and images.
Actually, the driver automatically flushes jobs as we need, including
writes/reads involving SSBOs and images, so we don't really need to
flush anything when the program emits a barrier. However, this may
lead to excessive flushing in some cases, so we will soon change this
to avoid atutomatic flushing of the current job for SSBOs and images,
meaning that we will rely on the application to emit correct memory
barriers for these that we should make sure to process here.
Reviewed-by: Eric Anholt <eric@anholt.net>
If the current draw call includes SSBOs, then we must flush any jobs
that are writing to the same SSBOs (so that our SSBOs reads are correct),
as well as jobs reading from the same SSBO (so that our SSBO writes don't
stomp previous SSBO reads).
The exact same logic applies to shader images. In this case we were already
flushing previous writes, but we should also flush previous reads.
Note that We don't need to call v3d_flush_jobs_reading_resource() and
v3d_flush_jobs_writing_resource() separately though, since flushing
jobs that read a resource also flushes those writing to it.
Suggested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
If the pixel pipes have a different number of subslices, emit a slice
hashing table that will ensure proper workload distribution.
v2: Don't need to set the mask - it's mbo (Ken).
v3: Don't keep a reference to the resource used for emitting the table
(Ken).
This commit is all annoying plumbing work which just adds support for a
new brw_compile_stats struct. This struct provides a binary driver
readable form of the same statistics we dump out to stderr when we
INTEL_DEBUG is set with a shader stage.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
v2: add to series
v3: update Makefile.sources
v4: don't remove a comment and break statement
v4: use nir_can_move_instr
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This is mostly the same as nir_move_load_const() but can also move
undef instructions, comparisons and some intrinsics (being careful with
loops).
v2: actually delete nir_move_load_const.c
v3: fix nir_opt_sink() usage in freedreno
v3: update Makefile.sources
v4: replace get_move_def with nir_can_move_instr and nir_instr_ssa_def
v4: handle if uses
v4: fix handling of nested loops
v5: re-write adjust_block_for_loops
v5: re-write setting of use_block for if uses
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Co-authored-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Eric Anholt <eric@anholt.net>
Lower fddx and fddy and set the right bits in codegen.
Signed-off-by: Andreas Baierl <ichgeh@imkreisrum.de>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
This is of course suboptimal for performance, forcing each
glDispatchCompute call to be submitted separately to the kernel and
finish to completion. However, for the initial bring-up of compute jobs,
this simplifies quite a bit.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
For each SSBO index we get from Gallium/NIR, we need two pieces of
information in the shader:
1. The address of the SSBO in GPU memory. Within the shader, we'll be
accessing it with raw memory load/store, so we need the actual address,
not just an index.
2. The size of the SSBO. This is not strictly necessary, but at some
point, we may like to do bounds checking on SSBO accesses.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
[27/31] Compiling C object 'src/gallium/drivers/etnaviv/df32d18@@etnaviv@sta/etnaviv_compiler_nir.c.o'.
In file included from ../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c:552:
../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir_emit.h: In function 'ra_assign':
../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir_emit.h:903:9: warning: unused variable 'ok' [-Wunused-variable]
bool ok = ra_allocate(g);
^~
../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c: In function 'etna_compile_shader_nir':
../../src/gitlab_mesa/src/gallium/drivers/etnaviv/etnaviv_compiler_nir.c:663:9: warning: unused variable 'ok' [-Wunused-variable]
bool ok = emit_shader(c->nir, &options, &v->num_temps, &num_consts);
^~
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Intel drivers are not using this anymore, and turnip still don't have
Compute Shaders, so won't make a difference to stop using this option.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Rob Clark <robdclark@chromium.org>
This is the first call that provides the iris context to the monitor
implementation. On the first call, use the iris context to initialize
the monitor context.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
With this commit, Iris will report that AMD_performance_monitor is
supported, and will allow the caller to query the available metrics.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Rather than hardcoding certain varying buffer indices "by convention",
work it out at draw time. This added flexibility is needed for
futureproofing and will be enable streamout.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This code is fairly self-contained, so let's factor it out of the giant
pan_context.c monster.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
When GL_SCISSOR_TEST is enabled glClear is handled by state tracker
and there is no need to do this in gallium driver.
Reviewed-by: Alok Hota alok.hota@intel.com
Currently I am seeing a handful of the following debug message:
translate_texture_target:495: Unhandled texture target: 0
PIPE_BUFFER is not handled in translate_texture_target(..) which makes
sense as it is used to translate from PIPE_XXX to GPU specific value
during etna_create_sampler_view_state(..).
To fix this problem introduce gpu_supports_texture_target(..) which just
checks if the texture target is supported.
Fixes: dfe048058f ("etnaviv: support 3D and 2D array textures")
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Use a struct with bitfields to construct texture descriptor
instead of poking bits in array of uint32_t. It improves code
readability and makes it easier to experiment with unknown fields.
Also fix mipmapping while we're at it - Utgard can have up to 13
levels, but 64 bytes is enough only for 10. Calculate descriptor
size dynamically to account extra levels if we need them.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Introduce a table for supported texel formats and use it to check
whether format is supported and for converting pipe format to lima
texel format.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
Otherwise, virgl will report renderable or texturable formats as
also scan-out formats.
v2: drop host feature check (@kusma)
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
v5: add patch
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Imported resources might not start at offset 0 into the buffer object.
Make sure to remember the offset that is provided with the handle on
import.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
1. fix build issues with MSVC 2019 compiler
The MSVC 2019 compiler seems to have an issue with optimized code-gen
when using the _mm256_and_si256() intrinsic.
Only disable use of integer vpand on buggy versions MSVC 2019.
Otherwise allow use of integer vpand intrinsic.
2. Remove unused vec/matrix functionality
Reviewed-by: Alok Hota <alok.hota@intel.com>
We can use the PRIMITIVE_COUNTS_FEEDBACK packet to write various primitive
counts to a buffer, including the number of primives written to transform
feedback buffers, which will handle buffer overflow correctly.
There are a couple of caveats with this:
Primitive counters are reset when we emit a 'Tile Binning Mode Configuration'
packet, which can happen in the middle of a primitives query, so we need to
read the buffer when we submit a job and accumulate the counts in the context
so we don't lose them.
We also need to do the same when we switch primitive type during transform
feedback so we can compute the correct number of recorded vertices from
the number of primitives. This is necessary so we can provide an accurate
vertex count for draw from transform feedback.
v2:
- When computing the number of vertices for a primitive, pass in the base
primitive, since that is what the hardware will count.
- No need to update primitive counts when switching primitive types if
the base primitives are the same.
- Log perf warning when mapping the primitive counts BO for readback (Eric).
- Only emit the primitive counts packet once at job end (Eric).
- Use u_upload mechanism for the primitive counts buffer (Eric).
- Use the XML to generate indices into the primitive counters buffer (Eric).
Fixes piglit tests:
spec/ext_transform_feedback/overflow-edge-cases
spec/ext_transform_feedback/query-primitives_written-bufferrange
spec/ext_transform_feedback/query-primitives_written-bufferrange-discard
spec/ext_transform_feedback/change-size base-shrink
spec/ext_transform_feedback/change-size base-grow
spec/ext_transform_feedback/change-size offset-shrink
spec/ext_transform_feedback/change-size offset-grow
spec/ext_transform_feedback/change-size range-shrink
spec/ext_transform_feedback/change-size range-grow
spec/ext_transform_feedback/intervening-read prims-written
Reviewed-by: Eric Anholt <eric@anholt.net>
These were not being compiled because of the lack of __gen_unpack_address.
v2:
- Shift raw address correctly (Eric).
Reviewed-by: Eric Anholt <eric@anholt.net>
What we call GROWABLE in Mesa corresponds to the HEAP BO flag in the
kernel. These buffers cannot be memory mapped in the CPU side at the
moment, so make sure they are also marked INVISIBLE.
This allows us to allocate a big heap upfront (16MB) without actually
reserving space unless it's needed.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Unless a BO has the EXECUTABLE flag, mark it as NOEXEC.
v2: - Rework version detection (Alyssa).
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This will be useful right now so we avoid retrieving a non-executable
buffer when a executable one is needed.
As we support more flags, this logic will need to be extended to
consider the different trade-offs to be made when matching BO
specifications to BOs in the cache.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Instead of all shaders being stored in a single BO, have each shader in
its own.
This removes the need for a 16MB allocation per context, and allows us
to place transient blend shaders in BOs marked as executable (before
they were allocated in the transient pool, which shouldn't be
executable).
v2: - Store compiled blend shaders in a malloc'ed buffer, to avoid
reading from GPU-accessible memory when patching (Alyssa).
- Free struct panfrost_blend_shader (Alyssa).
- Give the job a reference to regular shaders when emitting
(Alyssa).
v3: - Split out the allocation flags change (Rob).
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The perf subsystem needs several macro definitions that were
duplicated in Iris and i965 headers. Place these macros within perf,
if the perf implementation contains the only references to the values.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This debug situation is unforunate. debug_printf only does something
with DEBUG set, but in practice all that needs to be moved to !NDEBUG.
For now, use _debug_printf which always prints. However the whole
function is guarded by !NDEBUG.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Both AMD and NVIDIA hardware define it this way. Instead of replicating
the logic everywhere, just fix it up in one place.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Also only set FLUSH_ON_BINNING_TRANSITION for GPU families that needs it (matches
what si_emit_dpbb_disable is doing).
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The DBG marco in brw_blorp.c ends up calling an android log function:
error: undefined reference to '__android_log_print'
v2: On suggestion from Lionel, hang the Android dependency onto a new
libintel_common dependency.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The current Androdi.registers.mk file causes build failures that
look like:
FAILED:
external/mesa3d/src/freedreno/Android.registers.mk:49: error: implicit rules are obsolete: out/target/product/linaro_db845c/gen/STATIC_LIBRARIES/libfreedreno_registers_intermediates/registers/%.xml.h
Caused by the following Android build rule change:
https://android.googlesource.com/platform/build/+/HEAD/Changes.md#implicit_rules
I tried to replace this with something similar to the static
pattern suggested in the URL above, but ended up getting all the
xml.h files generated using only the first a2xx.xml source file.
So I've fallen back to explicitly defining the make rules for
each.
Additionally, we needed to provide the proper
LOCAL_EXPORT_C_INCLUDE_DIRS and add the defined static library
to the components that depend on the register headers.
Acked-by: Eric Anholt <eric@anholt.net>
Signed-off-by: John Stultz <john.stultz@linaro.org>
With current master we're seeing build failures with AOSP:
error: undefined symbol: ir3_nir_lower_imul
This is due to the ir3_nir_imul.c file not being generated
in the Android.mk files.
This patch simply adds it to the Android build, after which
thigns build and book ok on db410c.
Cc: Rob Clark <robdclark@chromium.org>
Cc: Emil Velikov <emil.l.velikov@gmail.com>
Cc: Amit Pundir <amit.pundir@linaro.org>
Cc: Sumit Semwal <sumit.semwal@linaro.org>
Cc: Alistair Strachan <astrachan@google.com>
Cc: Greg Hartman <ghartman@google.com>
Cc: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: John Stultz <john.stultz@linaro.org>
Midgard does not accept a index_bias directly and relies instead on a
bias correction offset (offset_bias_correction) in order to calculate
the unbiased vertex index.
We need to make sure we adjust offset_start and vertex_count in order to
take into account the index_bias as required by a
glDrawElementsBaseVertex call and then supply a additional
offset_bias_correction to the hardware.
Signed-off-by: Rohan Garg <rohan.garg@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>