The HW only executes a load once the tile coordinates packet happens,
and only tracks one at a time, so by emitting our two MSAA loads back
to back we would end up with an undefined color or Z buffer.
Fixes dEQP-EGL.functional.render.multi_context.gles2.rgb888_window
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Kocialkowski <paul.kocialkowski@bootlin.com>
Cc: Maxime Ripard <maxime.ripard@bootlin.com>
Link: https://patchwork.freedesktop.org/patch/msgid/20190206232550.12012-1-eric@anholt.net
This is useful to allow GL to provide defined results for overlapping
glBlitFramebuffer, which X11 in turn uses to accelerate uncomposited
window movement without first blitting to a temporary. x11perf
-copywinwin100 goes from 1850/sec to 4850/sec.
v2: Default to the same behavior as before when the flags aren't
passed. (suggested by Boris)
Signed-off-by: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20170725162733.28007-2-eric@anholt.net
Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
Userspace shouldn't be able to spam dmesg by passing bad arguments.
This has particularly become an issues since we started using a bad
argument to set_tiling to detect if set_tiling was supported.
Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: 83753117f1 ("drm/vc4: Add get/set tiling ioctls.")
Link: https://patchwork.freedesktop.org/patch/msgid/20170725162733.28007-1-eric@anholt.net
Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
This has proven immensely useful for debugging memory leaks and
overallocation (which is a rather serious concern on the platform,
given that we typically run at about 256MB of CMA out of up to 1GB
total memory, with framebuffers that are about 8MB ecah).
The state of the art without this is to dump debug logs from every GL
application, guess as to kernel allocations based on bo_stats, and try
to merge that all together into a global picture of memory allocation
state. With this, you can add a couple of calls to the debug build of
the 3D driver and get a pretty detailed view of GPU memory usage from
/debug/dri/0/bo_stats (or when we debug print to dmesg on allocation
failure).
The Mesa side currently labels at the gallium resource level (so you
see that a 1920x20 pixmap has been created, presumably for the window
system panel), but we could extend that to be even more useful with
glObjectLabel() names being sent all the way down to the kernel.
(partial) example of sorted debugfs output with Mesa labeling all
resources:
kernel BO cache: 16392kb BOs (3)
tiling shadow 1920x1080: 8160kb BOs (1)
resource 1920x1080@32/0: 8160kb BOs (1)
scanout resource 1920x1080@32/0: 8100kb BOs (1)
kernel: 8100kb BOs (1)
v2: Use strndup_user(), use lockdep assertion instead of just a
comment, fix an array[-1] reference, extend comment about name
freeing.
Signed-off-by: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20170725182718.31468-2-eric@anholt.net
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Until now, we've had to limit Raspberry Pi to 256MB of CMA memory to
keep from triggering the hardware addressing bug between the tile
binner and the tile alloc memory (where the top 4 bits come from the
tile state data array's address).
To work around that and allow more memory to be reserved for graphics,
allocate a single BO to store tile state data arrays and tile
alloc/overflow memory while the GPU is active, and make sure that that
one BO doesn't happen to cross a 256MB boundary. With that in place,
we can allocate textures and shaders anywhere in system memory (still
contiguous, of course).
Signed-off-by: Eric Anholt <eric@anholt.net>
Link: http://patchwork.freedesktop.org/patch/msgid/20170327231025.19391-1-eric@anholt.net
Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
I had written most of my comments as if I was describing the
individual code files the way I used to for doxygen, while for RST we
want to describe things in a more chapter/section way where there's no
obvious relation to .c files.
Additionally, several of the files had stub descriptions that I've
taken this opportunity to extend.
Signed-off-by: Eric Anholt <eric@anholt.net>
Acked-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Link: http://patchwork.freedesktop.org/patch/msgid/20170227201144.10970-4-eric@anholt.net
We accidentally return success even if vc4_full_res_bounds_check() fails.
Fixes: d5b1a78a77 ("drm/vc4: Add support for drawing 3D frames.")
Signed-off-by: Dan Carpenter <dan.carpenter@oracle.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Eric Anholt <eric@anholt.net>
With the introduction of bin/render pipelining, the previous job may
not be completed when we start binning the next one. If the previous
job wrote our VBO, IB, or CS textures, then the binning stage might
get stale or uninitialized results.
Fixes the major rendering failure in glmark2 -b terrain.
Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: ca26d28bba ("drm/vc4: improve throughput by pipelining binning and rendering jobs")
Cc: stable@vger.kernel.org
Apparently in hardware (as opposed to simulation), the clear colors
need to be uploaded before the render config, otherwise they won't
take effect. Fixes igt's vc4_wait_bo/used-bo-* subtests.
Signed-off-by: Eric Anholt <eric@anholt.net>
The user submission is basically a pointer to a command list and a
pointer to uniforms. We copy those in to the kernel, validate and
relocate them, and store the result in a GPU BO which we queue for
execution.
v2: Drop support for NV shader recs (not necessary for GL), simplify
vc4_use_bo(), improve bin flush/semaphore checks, use __u32 style
types.
Signed-off-by: Eric Anholt <eric@anholt.net>