80157466cd56bfaeadbdcac497b04c16c2732a3b |
|
06-Jan-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Add miptree/texture state support for ETC1 compressed textures. The format isn't flagged as enabled at runtime yet, because we need kernel validation support.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
99d790538de2e7d7d489a8638b13c5aa069c27c3 |
|
13-Oct-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Avoid loading from the texture during non-utile-aligned glTexImage(). Previously, the plan was "if the width/height we have to load/store isn't the size the user is planning on writing, then we need to load the old contents out beforehand to prevent writing back undefined". However, when we're doing glTexImage() we often end up aligning the width/height into the padding of the texture, and we don't actually need to read out that padding. Improves x11perf -aatrapezoid100 performance from ~460/sec to ~700/sec.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
9421a6065c4eafbc92657f75da46a4bb70577154 |
|
05-Oct-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Fix fallback to quad clears of depth in GLX. The fix in the vc4-jobs series ended up triggering the fallback path on GLX apps that use depth but not stencil.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
8810270d066eced5261ab407e2be4e902b102671 |
|
05-Oct-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Add the format name in miptree_debug. I was curious if my Z/S buffer was actually ZS or ZX, and the vc4 format of "0" didn't tell me much.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
2a83036fe29262c8761812c65d6e81c7198da54e |
|
27-Sep-2016 |
Nicolai Hähnle <nicolai.haehnle@amd.com> |
vc4: use the new parent/child pools for transfers Reviewed-by: Marek Olšák <marek.olsak@amd.com>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
f597ac3966405934e13a9aaa18c73211b5a40c7c |
|
08-Sep-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Implement job shuffling Track rendering to each FBO independently and flush rendering only when necessary. This lets us avoid the overhead of storing and loading the frame when an application momentarily switches to rendering to some other texture in order to continue rendering the main scene. Improves glmark -b desktop:effect=shadow:windows=4 by 27% Improves glmark -b desktop:blur-radius=5:effect=blur:passes=1:separable=true:windows=4 by 17% While I haven't tested other apps, this should help X rendering a lot, and I've heard GLBenchmark needed it too.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
a2014c2eb9e03301b2f472adf2d46915579e4512 |
|
09-Sep-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Simplify the DISCARD_RANGE handling It's really just an upgrade to attempting WHOLE_RESOURCE. Pulling the logic out caught two bugs in it: We would try to do so on cubemaps (even though we're only mapping 1 of the 6 slices), and we would break persistent coherent mappings by trying to reallocate when we shouldn't.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
e7a73b75a0dbd599187b8980b2e1e1cb5dfdaf6d |
|
28-Aug-2016 |
Marek Olšák <marek.olsak@amd.com> |
gallium: switch drivers to the slab allocator in src/util
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
1ffe77e7bb2486ea74cda077ed2a9622b758395c |
|
16-Jul-2016 |
Marek Olšák <marek.olsak@amd.com> |
gallium: split transfer_inline_write into buffer and texture callbacks to reduce the call indirections with u_resource_vtbl. The worst call tree you could get was: - u_transfer_inline_write_vtbl - u_default_transfer_inline_write - u_transfer_map_vtbl - driver_transfer_map - u_transfer_unmap_vtbl - driver_transfer_unmap That's 6 indirect calls. Some drivers only had 5. The goal is to have 1 indirect call for drivers that care. The resource type can be determined statically at most call sites. The new interface is: pipe_context::buffer_subdata(ctx, resource, usage, offset, size, data) pipe_context::texture_subdata(ctx, resource, level, usage, box, data, stride, layer_stride) v2: fix whitespace, correct ilo's behavior Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> Acked-by: Roland Scheidegger <sroland@vmware.com>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
3bcd0f1912a60cc9d3813923d18d29465e41ff56 |
|
15-Jul-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Speed up glGenerateMipmaps by avoiding shadow baselevel. To support general GL_TEXTURE_BASE_LEVEL we have to copy to a temporary miptree. However, if a single level is being selected, we can use the existing miptree and force all the sampling to be from that particular level. This avoids a ton of software fallbacks in glGenerateMipmaps(), which uses base levels in the blit implementation in gallium. Improves "glmark2 -b terrain" from 2 fps to 3 (perhaps some more precision would be useful?), and cuts its CPU usage during the benchmarking from ~30% to ~10% (total CPU time from 8.8s to 7.6s).
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
e8959ba7afbda7a23805072efc15c6f11449103e |
|
13-Jul-2016 |
Eric Engestrom <eric@engestrom.ch> |
vc4: fix memory leak The allocation has succeeded by that point, so it needs to be freed. CovID: 1358929 Signed-off-by: Eric Engestrom <eric@engestrom.ch> Reviewed-by: Eric Anholt <eric@anholt.net>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
067c5b10b690b949ac28c4aea237f398f8251fff |
|
14-Jun-2016 |
Rob Herring <robh@kernel.org> |
vc4: fix vc4_resource_from_handle() stride calculation The expected stride calculation is completely wrong. It should ultimately be multiplying cpp and width rather than dividing. The width also needs to be aligned to the tiling width first before converting to stride bytes. The whole stride check here is possibly pointless. Any buffers which were allocated outside of vc4 may have strides with larger alignment requirements. Signed-off-by: Rob Herring <robh@kernel.org> Reviewed-by: Eric Anholt <eric@anholt.net>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
a507dcc1601d436f6b68fc59a8a8393773d6fd8b |
|
18-May-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Size transfer temporary mappings appropriately for full maps of 3D. We don't really support reading/writing of 3D textures since the hardware doesn't do 3D, but we do need to make sure that a pipe_transfer for them has enough space to store the image. This was previously not a problem because the state tracker only mapped a slice at a time until fb9fe352ea41c7e3633ba2c483c59b73c529845b. Fixes glean glsl1 tests, which all have setup of a 3D texture at the start.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
48fe53bbb9cc14dd758e7a55c55616be85a3358b |
|
16-Apr-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Add support for rendering to cube map surfaces. We need to fix up the offset to point at the face of the cube. Fixes piglit fbo-cubemap, copyteximage CUBE, and glean's fbo test. Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
21a9ed620764bde2021aa7592cf2695dad8f3f74 |
|
15-Apr-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Don't flush on read-only access of buffers read by the CL. Fixes piglit mixed-immediate-and-vbo, and may significantly improve performance of applications that store a 4-byte IB in the same VBO as vertex data.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
56b14adf8508edea1c2d230f5e58b9110a26545a |
|
15-Apr-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Sanity check strides for imported BOs. If we're going to sample from or render to them at some particular size, we'd better make sure that they actually are that size. Causes some tests under simulation to generate appropriate error messages instead of failures.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
82db518f1519cec9e3842f23455a105e2006afbd |
|
24-Feb-2016 |
Marek Olšák <marek.olsak@amd.com> |
gallium: add external usage flags to resource_from(get)_handle (v2) This will allow drivers to make better decisions about texture sharing for DRI2, DRI3, Wayland, and OpenCL. v2: add read/write flags, take advantage of __DRI_IMAGE_USE_BACKBUFFER Reviewed-by: Axel Davy <axel.davy@ens.fr>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
64253fdb2eda545a4988c02a60627a9840c79907 |
|
03-Jan-2016 |
Eric Anholt <eric@anholt.net> |
vc4: Fix build from upload changes.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
020009f7ccdffa84c6e1649c4e915954f5fd7cc0 |
|
19-Dec-2015 |
Marek Olšák <marek.olsak@amd.com> |
u_upload_mgr: pass alignment to u_upload_alloc manually The fixed alignment of u_upload_mgr will go away. This is the first step. The motivation is that one u_upload_mgr can have multiple users, each allocating from the same buffer, but requiring a different alignment. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
f2cf2a63f1211642ca20b73ad5f23c60cc3fa703 |
|
15-Dec-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Don't consider nr_samples==1 surfaces to be MSAA. This is apparently a weirdness of gallium -- nr_samples==1 is occasionally used and means the same thing as nr_samples==0. Fixes a bunch of ARB_framebuffer_srgb blit cases in piglit.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
fc4a1bfb88d065afb9eda9a888b91d8c0fa72dcd |
|
22-Nov-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Add support for mapping of MSAA resources. The pipe_transfer_map API requires that we do an implicit downsample/upsample and return a mapping of that.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
a69ac4e89c1c3edc33eb4e9361229a3f25de3ee6 |
|
09-Aug-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Add debug dumping of MSAA surfaces.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
3c3b1184eb57951c8a40258c9214a1aece1602e6 |
|
23-Jun-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Add support for laying out MSAA resources. For MSAA, we store full resolution tile buffer contents, which have their own tiling format. Since they're full resolution buffers, we have to align their size to full tiles.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
eb8fb0064dbde7a363c2f99466a51b346b09a029 |
|
06-Nov-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Return GL_OUT_OF_MEMORY when buffer allocation fails. I was afraid our callers weren't prepared for this, but it looks like at least for resource creation, mesa/st throws an error appropriately. Cc: "11.0" <mesa-stable@lists.freedesktop.org>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
855a3ca598734273f53c5e316f1d825aea3dd6da |
|
09-Nov-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Fix a compiler warning.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
04c42f3ab56a19089b46dea48615aeef8b8225da |
|
28-Jul-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Allow user index buffers, to avoid slow readback for shadow IBs. Improves low-settings openarena performance by 31.9975% +/- 0.659931% (n=7).
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
2e04492a142102823dfb8fc8599cfd417b84c97a |
|
28-Jul-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Skip re-emitting the shader_rec if it's unchanged. It's a bunch of work for us to emit it (and its uniforms), more work for the kernel to validate it, and additional work for the CLE to read it. Improves es2gears framerate by about 50%. Signed-off-by: Eric Anholt <eric@anholt.net>
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
bb107110a4d97191841985076dd9f2fbd0937dfc |
|
20-Jun-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Fix write-only texsubimage when we had to align. We need to make sure that when we store the aligned box, we've got initialized contents in the border. We could potentially just load the border area, but for now let's get text rendering working in X (and fix the GL_TEXTURE_2D errors in piglit's texsubimage test and gl-2.1-pbo/test_tex_image)
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
10aacf5ae8f3e90e2f0967fbdcf96df93e346e20 |
|
15-Apr-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Just stream out fallback IB contents. The idea I had when I wrote the original shadow code was that you'd see a set_index_buffer to the IB, then a bunch of draws out of it. What's actually happening in openarena is that set_index_buffer occurs at every draw, so we end up making a new shadow BO every time, and converting more of the BO than is actually used in the draw. While I could maybe come up with a better caching scheme, for now just do the simple thing that doesn't result in a new shadow IB allocation per draw. Improves performance of isosurf in drawelements mode by 58.7967% +/- 3.86152% (n=8).
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
3a728d4dfbd727c30f36116772803674beffcbb6 |
|
14-Apr-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Update the shadow texture for public textures on every draw. We don't know who else has written to it, so we'd better update it every time. This makes the gears spin in X again.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
bd957b1b79124c5061af1eddf16932793e806d87 |
|
14-Apr-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Hook up VC4_DEBUG=perf to some useful printfs.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
43b20795b742b9f1608dd6f2dc586337408760ad |
|
09-Apr-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Move the blit code to a separate file. There will be other blit code showing up, and it seems like the place you'd look.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
adae027260bedc7af73e5cc7a74af3cafa4ab460 |
|
08-Apr-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Use the blit interface for updating shadow textures. This lets us plug in a better blit implementation and have it impact the shadow update, too.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
7bc39c8418ee5de49e3d38aaf5f9e478ff78874c |
|
13-Jan-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Add a dump-the-surface-contents routine. This has been useful once again while trying to debug stride issues between render targets and texturing.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
7f797e3d173c7a84aa5d231a1c173b00e84ea44f |
|
16-Mar-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Fix pitch alignment of linear textures. Fixes some non-power-of-two texture rendering when I force ARGB8888 to raster.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
8975a09494cb6ee7b010fddb0ca5a7a74d46b0c7 |
|
16-Mar-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Fix use of a bool as an enum. The enum compared to was 0, so it worked out, but it sure looked wrong.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
04605c21f65bfbc78018c5bafa8cbf49e96a33b5 |
|
24-Mar-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Decide the HW's format before laying out the miptree. I'm experimenting with a workaround for raster texture misrendering on hardware, and this lets me look at the format chosen when computing strides.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
af3d7471943d54e692f2dd7448321a4f96e56ed2 |
|
24-Mar-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Make a new #define for making code conditional on the simulator. I'd like to compile as much of the device-specific code as possible when building for simulator, and using if (using_simulator) instead of ifdefs helps.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
9bafcf630ab009b3b39bbe3c0f4370386bc5a6b2 |
|
24-Mar-2015 |
Eric Anholt <eric@anholt.net> |
vc4: Add some useful debug printfs for miptrees. I keep rewriting these.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
effb39e8998e8fc9e07b2658b9895cf5d3a9cc7a |
|
26-Dec-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Drop the content of vc4_flush_resource(). The callers all follow it with a flush of the context, and the flush of the context gives us more information about how things are being flushed.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
113044e1b9d8f70a26f826f7c03adcbbc8ecb138 |
|
17-Dec-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Drop a weird argument in the BOs-from-handles API.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
21577571b37e68edc0422fbf80932588a4614abc |
|
20-Nov-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Update for new kernel ABI with async execution and waits. Our submits now return immediately and you have to manually wait for things to complete if you want to (like a normal driver).
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
18ccda7b86b8f7ab7466265aefb3f3e773f4a757 |
|
24-Oct-2014 |
Eric Anholt <eric@anholt.net> |
vc4: When asked to discard-map a whole resource, discard it. This saves a bunch of extra flushes when texsubimaging a whole texture that's been used for rendering, or subdataing a whole BO. In particular, this massively reduces the runtime of piglit texture-packed-formats (when the probes have been moved out of the inner loop).
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
a71c3b885a532016aa426b5bb753291cffe39a44 |
|
24-Oct-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Refactor flushing before mapping a BO. I'm going to want to make some other decisions here before flushing.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
6212d2402df4ad0658cbb98ce889e35ef5f32fa3 |
|
18-Oct-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Translate 4-byte index buffers to 2 bytes. Fixes assertion failures in 14 piglit tests (half of which now pass).
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
572fba95e4cd85aebdde9bd757c17f719af2af04 |
|
03-Oct-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Add support for rebasing texture levels so firstlevel == 0. GLES2 doesn't have GL_TEXTURE_BASE_LEVEL, so the hardware doesn't. Fixes piglit levelclamp, tex-miplevel-selection, and texture-storage/2D mipmap rendering.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
67aea92964ed06f10097271822f4a16378138be5 |
|
07-Oct-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Mostly fix offset calculation for NPOT mipmap levels. The non-base NPOT levels are stored as POT-aligned images. We get that POT alignment by minifying the POT-aligned base level. This means that level strides are also POT aligned, so we have to tell the rendering mode config that our resource is larger than the actual requested area. Fixes the fbo-generatemipmap-formats NPOT cases. Regresses depthstencil-render-miplevels 273 * -- the texture presentation now works (where it was completely broken before), it looks like there's some overflow of image bounds happening at the lower miplevels.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
730267eb23b418637c78662a77de0a93af91be35 |
|
28-Sep-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Add support for texture cube maps. It's not passing some of the piglit tests, because it looks like at small miplevels some contents from surrounding faces are getting filtered in at the corners. It does get 7 new tests passing.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
c4245d8b2ecac4a2fd4207894a722be6177c60bc |
|
28-Sep-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Rename the slice's size0. In the other related fields, "0" refers to the size of the first miplevel, while this is a field in a slice. The other implicit slices we have (cubemap layers) don't vary in size compared to the first one.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
d71a9b7d9dc65a5cd56a81a816bc05535031d706 |
|
22-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Handle a couple of the transfer map flags. This is part of fixing extremely long runtimes on some piglit tests that involve streaming vertex reuploads due to format conversions, and will similarly be important for X performance, which relies on these flags.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
8d8a5eb792c662a8def7c9ab65d2df67972cf659 |
|
23-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Fix save/restore of the VS/FS in the blitter. When I made the shader cache take the .fs member and moved the binding point to .bind_fs, I failed to update these. Fixes crashes in copyteximage-related tests.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
b064c9103d8fc0bb4ae8fe597b4d9de82a274638 |
|
20-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Add support for all the texture and FBO formats we can. Now that tiling is in place, we can expose the other formats. Depth is still broken (need to make changes in the shader), but if you don't expose it things crash all over. SNORM is dropped, but we could re-add it later with some shader fixes to handle converting between [0,1] and [-1,1].
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
3a1efcc7f9f99d42cda191ded1eb78140366c708 |
|
19-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Add support for texture tiling. This still treats everything as RGBA8888 for the most part, same as before. This is a prerequisite for handling other texture formats, since only RGBA8888 has a raster-layout mode.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
b0a1e401a93b7b13870b936bc667b3fc15dba6d5 |
|
19-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Include stdio/stdlib in headers so I don't have to include it per file. There are a few tools I want to have always available, and fprintf() and abort() are among them.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
|
8795341e2c113176286e9bb6ef3fe716905d7d30 |
|
18-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Don't forget to set up the offset for render targets. This almost fixes fbo-generatemipmap rendering, except that the 1x1 level isn't getting rendered.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
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63fe494877177d24fd36f9955b69331939b7798c |
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18-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Fix multi-level texture setup. We weren't accounting for the level 0 offset in the texture setup (so it only worked if it happened to be a single-level texture), and doing so required that we get the level 0 offset page aligned so that the offset bits don't get interpreted as the texture format and such.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
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ff4748491b27a0b52564e48788b70cd617ed0ff2 |
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03-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Store the (currently always linear) tiling format in the resource.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
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2259cc5aebcb16636b1399dd438beed9d9867e67 |
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02-Aug-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Avoid flushing when mapping buffers that aren't in the batch. This should prevent a bunch of unnecessary flushes for things like updating immediate vertex data.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
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6b2583412f0789d2aec71e55e1e187d1ad17f721 |
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31-Jul-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Drop the flush at the end of the draw Now we actally get multiple draw calls per submit.
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
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1850d0a1cbf044dc4d29b7a9ede2c634f667d853 |
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19-Jun-2014 |
Eric Anholt <eric@anholt.net> |
vc4: Initial skeleton driver import. This mostly just takes every draw call and turns it into a sequence of commands that clear the FBO and draw a single shaded triangle to it, regardless of the actual input vertices or shaders. I copied the initial driver skeleton mostly from freedreno, and I've preserved Rob Clark's copyright for those. I also based my initial hardcoded shaders and command lists on Scott Mansell (phire)'s "hackdriver" project, though the bit patterns of the shaders emitted end up being different. v2: Rebase on gallium megadrivers changes. v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change. v4: Rely on simpenrose actually being installed when building for simulation. v5: Add more header duplicate-include guards. v6: Apply Emil's review (protection against vc4 sim and ilo at the same time, and dropping the dricommon drm bits) and fix a copyright header (thanks, Roland)
/external/mesa3d/src/gallium/drivers/vc4/vc4_resource.c
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