Age | Commit message (Collapse) | Author |
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I don't know if this will have any effect but the check was clearly
the wrong way around.
Thanks to imirkin on IRC for noticing this.
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Revert behavior in case of one pixel pipe.
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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With this commit the PE pipe addresses and the
RS pipe addresses are the same --> on a GC2000
the image is combined correctly.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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this is what the binary blob does:
ADDR_I: 0x38910000 allocated: 0x73000 gcvSURF_RENDER_TARGET used for: TS.COLOR_SURFACE_BASE
PE.PIPE[0].COLOR_ADDR
ADDR_27:0x3894b000 used for: PE.PIPE[1].COLOR_ADDR
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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different values.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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gc2000: fix RS_PIPE_OFFSET and RS_WINDOW_SIZE
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Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Previous tiling changes broke cubemap support. This commit fixes the offsets
and makes the cubemap test work again.
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etna_screen can now render to any buffer object
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No longer cache logical and GPU address for resource levels
but store offsets and query only when needed.
This is the first step toward submitting bo's with relocations
(just search for `etna_bo_gpu_address` to find all places where GPU
addresses are used).
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First step towards making the libetnaviv API more like freedreno_drm.
Bo's are not yet fully emulated, but this is a step closer.
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This makes fence handles into globally increasing uint32_t's
and thus simplifies the handling in the driver, and makes it possible
to compare fence handles to see what happened before.
The scheme emulates a saner kernel API (closer to adreno drm driver)
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Skip the dirty bit if re-binding already bound shader object.
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Haven't noticed any cases yet where this causes problems, but it
is a bug nevertheless if the MOV is optimized out when it does
a swizzle.
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This is more consistent with other projects.
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