1. 19 1月, 2018 2 次提交
  2. 09 12月, 2017 1 次提交
  3. 22 11月, 2017 1 次提交
  4. 20 10月, 2017 1 次提交
  5. 09 8月, 2017 4 次提交
  6. 29 7月, 2017 2 次提交
  7. 13 6月, 2017 1 次提交
  8. 18 5月, 2017 1 次提交
  9. 19 4月, 2017 2 次提交
  10. 14 4月, 2017 1 次提交
  11. 02 3月, 2017 1 次提交
  12. 01 3月, 2017 1 次提交
  13. 17 1月, 2017 2 次提交
  14. 05 11月, 2016 1 次提交
    • E
      drm/vc4: Use runtime autosuspend to avoid thrashing V3D power state. · 3a622346
      Eric Anholt 提交于
      The pm_runtime_put() we were using immediately released power on the
      device, which meant that we were generally turning the device off and
      on once per frame.  In many profiles I've looked at, that added up to
      about 1% of CPU time, but this could get worse in the case of frequent
      rendering and readback (as may happen in X rendering).  By keeping the
      device on until we've been idle for a couple of frames, we drop the
      overhead of runtime PM down to sub-.1%.
      Signed-off-by: NEric Anholt <eric@anholt.net>
      3a622346
  15. 18 10月, 2016 1 次提交
  16. 07 10月, 2016 1 次提交
    • E
      drm/vc4: Fix races when the CS reads from render targets. · 7edabee0
      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
      7edabee0
  17. 20 8月, 2016 5 次提交
  18. 01 6月, 2016 1 次提交
  19. 17 5月, 2016 1 次提交
  20. 14 3月, 2016 1 次提交
  21. 17 2月, 2016 7 次提交
  22. 18 12月, 2015 2 次提交