Note this also revealed a subtle bug in the handling of degenerate
trapezoids after shrinking to the raster grid.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
The single pixel case is usually assocated with synchronisation of perf
clients and so we do not want to incur extra complication along that
path. Also the cost of tracking a single pixel of non-damage outweighs
its benefit.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Or in the case where a second command is received prior to the batch
being flushed, the vertex data is not flushed and leads to the a
miscompution of the number of vertices emitted.
Reported-by: Elias Probst <mail@eliasprobst.eu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=40332
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Under certain circumstances the shadow can be destroy after being
allocated but before being created. The pixmap is a NULL pointer at that
time, but we know that its value should be data, so just use the data
pointer instead.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Otherwise we use the stale value when rendering CA glyphs directly to
the front-buffer and subsequent rendering have a tendency to become
invisible. (Rendering via a temporary glyph mask has a fortunate
side-effect of reseting sufficient state to force the re-emission of the
blend state.)
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
When clipping the sample region to the edge of the texture we can also
allow the GPU to use CLAMP_TO_EDGE (as well as CLAMP_TO_BORDER) to
emulate the RepeatPad mode of the parent texture. (Only the
RepeatNormal, RepeatReflect need special treatment with regard to tiling
that is not yet handled.)
This fixes the recent performance regression due to a slight change in
the fish benchmark that caused it to sample outside of the texture atlas
for one of its little fish.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Return early from adding new damage regions if we know that we have
already marked it as all-damaged.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
In reality, Mesa will be treating it as W-tiling, only we have no way of
communicating that requirement to the kernel (as not only does the
kernel not understand W-tiling, but also the GTT is incapable of fencing
a W-tiled region.).
Ported from Chad Versace's 3e55f3e88.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Slightly generalize the shared SF and CC code to accomodate both.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
Acked-by: Chris Wilson <chris@chris-wilson.co.uk>
While we're at it, make the functions simply take an intel_screen_private
pointer directly instead of having to fetch it from ScrnInfoPtr.
Also coalesce some gen6/gen7 functions that were 98% identical.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
Acked-by: Chris Wilson <chris@chris-wilson.co.uk>
These are exactly the same as the ones for Sandybridge, but with message
registers translated (hopefully) in the same way as Haihao's new
programs (m1 == g65).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
Acked-by: Chris Wilson <chris@chris-wilson.co.uk>
Hanging the machine does indeed prevent video tearing. Just not quite
what the user expected...
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=39497
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Until now, the stencil buffer was allocated as a Y tiled buffer, because
in several locations the PRM states that it is. However, it is actually
W tiled. From the PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section
4.5.2.1 W-Major Format:
W-Major Tile Format is used for separate stencil.
The GTT is incapable of W fencing, so we allocate the stencil buffer with
I915_TILING_NONE and decode the tile's layout in software.
This commit mutually depends on the mesa commit:
intel: Fix stencil buffer to be W tiled
Author: Chad Versace <chad@chad-versace.us>
Date: Mon Jul 18 00:37:45 2011 -0700
Signed-off-by: Chad Versace <chad@chad-versace.us>
Reviewed-by: Ian Romanick <ian.romanick@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
This is causing a hard hang with 2.6.39+, we don't know why so play safe
and disable for the time being.
References: https://bugs.freedesktop.org/show_bug.cgi?id=38012
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
These are very common when compositing unclipped trapezoids, and the
majority of the overhead is in handling the arbitrary number of boxes
and misses out on the constant folding the compiler can do if it is
known we have just one box.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
If the glyph is too big to fit into the cache, than ideally we do want
to keep an associated GPU bo around for future use. As it is too large
to fit into the cache, it of reasonable size and there is little wastage
in allocating indiviual GPU bo for each oversized glyph.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
As we now attempt to always decouple the lists upon freeing the frame
event, we need to initialise them along all code paths.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
By popular demand.
Triple-buffering trade-offs output latency versus jitter. By having a
pre-rendered frame ready to swap in following a pageflip, we avoid the
scenario where the latency between receiving the flip complete signal
from the kernel, waking up the vsynced application, it render the new
frame and then for the server to process the swap request is greater
than the frame interval, causing us to miss the vblank. The result is
that application can become frame-locked to 30fps. Instead, we report to
the application that the first frame swap is immediately completed,
supply a new back buffer (or else the rendering would be blocked on
waiting for the front-buffer to be swapped away from the scanout) and
let them proceed to render the second frame. The second frame is added
to the swap queue, and the client throttled to vrefresh. (If the client
missed the vblank, the swap queue is empty and the client is immediately
woken again, whilst the pageflip is pending.)
Note, for practical reasons this only applies to page-flipping, for
example, calls to glXSwapBuffer() on fullscreen applications.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
The Resource database is only designed to store a single value for a
particular type associated with an XID. Due to the asynchronous nature
of the vblank/flip requests, we would often associate multiple frame
events with a particular drawable/client. Upon freeing the resource, we
would not necessarily decouple the right value, leaving a stale pointer
behind. Later when the client disappeared, we would write through that
stale pointer upsetting valgrind and causing memory corruption. MDK.
Instead, we need to implement an extra layer for tracking multiple
frames within a single Resource.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37700
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
As the width/height in the rectangle is specified as uint16_t, the
result may be larger than is storagable in the int16_t of the box. Of
course it would take a really inane client to do attempt to draw
something much larger than the largest possible surface... Is it strange
that first example I've found to do so is a Java application?
Reported-by: Nicolas Kalkhof <nkalkhof@web.de>
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
A little carelessness with passing down the offsets caused us to
incorrectly copy depth=1 bitmaps, as exemplified by gkrellm.
Reported-by: Nicolas Kalkhof <nkalkhof@web.de>
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>