Some users report hitting a divide by 0 with the tile split in
certain apps. Tile_split shouldn't ever be 0 unless the surface
structure was not properly initialized. I think there may be some
cases where mesa uses an improperly initialized surface struct,
but I haven't had time to track it down.
Bug:
https://bugs.freedesktop.org/show_bug.cgi?id=72425
Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Bug fixes and simplification by Marek.
We have to use the tile index of 0 for non-MSAA depth-stencil after all.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-and-Tested-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-and-Tested-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
This fixes VM protection faults.
I have a new piglit test which can iterate over all possible widths, heights,
and depths (including NPOT) and tests mipmapping with various texture targets.
After this is committed, I'll make a new release of libdrm and bump
the libdrm version requirement in Mesa.
Aligns the IB to 8 DWs. The aligns the IB to the
CP fetch size. r6xx also require at least 4 DW
alignment to avoid a hw bug.
Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
RADEON_GEM_WAIT_IDLE is declared DRM_IOW but libdrm
uses it with drmCommandWriteRead instead of drmCommandWrite
which leads to the ioctl being unmatched and returning an
error on at least OpenBSD.
Signed-off-by: Mark Kettenis <kettenis@openbsd.org>
Signed-off-by: Jonathan Gray <jsg@jsg.id.au>
v2: Only writte tile index if flags for it is set
v3: Remove useless allow2d scanout flags
v4: Split radeon_drm.h update to its own patch
v5: update against lastest next tree for radeon
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Very similar to Evergreen, but slightly different rules for tile / slice
alignment. Fortunately, these map quite naturally onto the previous fixes for
linear aligned layout on SI.
2D tiling still needs more work here and possibly in the kernel.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
To avoid kernel rejecting cs if we return different global name
for same bo keep track of global name and always return the same.
Seems to fix issue with suspend/resume failing and repeatly printing
following message :
[drm:radeon_cs_ioctl] *ERROR* Failed to parse relocation -35!
There might still be way for a rogue program to trigger this issue.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
This allows texturing with depth-stencil buffers directly without the copy
to CB. The separate miptree description for stencil is added, because
the stencil mipmap offsets are not really depth offsets/4 (at least
for the texture units).
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Another corner case that isn't well-explained yet.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
If we don't need stencil, don't allocate it.
If we need only stencil (like PIPE_FORMAT_S8_UINT), don't allocate depth.
v2: actually do it correctly
Reviewed-by: Christian König <christian.koenig@amd.com>