- 07 10月, 2016 1 次提交
-
-
由 Eric Anholt 提交于
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: NEric Anholt <eric@anholt.net> Fixes: ca26d28b ("drm/vc4: improve throughput by pipelining binning and rendering jobs") Cc: stable@vger.kernel.org
-
- 17 2月, 2016 2 次提交
-
-
由 Eric Anholt 提交于
Fixes igt vc4_create_bo/create-bo-0 by returning -EINVAL from the ioctl instead of -ENOMEM. Signed-off-by: NEric Anholt <eric@anholt.net>
-
由 Eric Anholt 提交于
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: NEric Anholt <eric@anholt.net>
-
- 08 12月, 2015 1 次提交
-
-
由 Eric Anholt 提交于
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: NEric Anholt <eric@anholt.net>
-