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i.e. move the toplevel uxa/*.[ch] into src/uxa/*.[ch]
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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The previous version calls glamor_egl_close_screen and
glamor_egl_free_screen manually which is not align with
standard process. Now glamor change the way to follow
standard method:
glamor layer and glamor egl layer both have their internal
CloseScreens. The correct sequence is after the I830CloseScreen
is registered, then register glamor_egl_close_screen and
the last one is glamor_close_screen. So we move out the
intel_glamor_init from the intel_uxa_init to I830ScreenInit
and just after the registration of I830CloseScreen.
As the glamor interfaces changed, we need to check the
glamor version when load the glamor egl module to make
sure we are loading the right glamor module. If
failed, it will switch back to UXA path.
This depends upon glamor commit 1bc8bf tagged with version 0.3.0.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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Integrate glamor acceleration into UXA framework. Add
necessary flushing at the following points:
1. Flush UXA batch buffer before call into glamor.
2. Flush GL operations after return from a glamor function.
3. The point we need to flush UXA batch buffer, we also
need to flush GL operations, for example, in
intel_flush_callback and couple of places in intel_display.c.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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This reverts commit f429fb9d872950705e11171d0e7407fb7673c786.
An experimental patch I forgot was on my main branch as I was bugfixing.
ARGH!
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We need to install the acceleration functions so that they are wrapped
by the Damage layer. This fixes the corruption under a compositing WM
introduced in commit 8700673157fdd3a87ad5150f2f30823261fec519.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reported-and-tested-by: Arkadiusz MiĆkiewicz <arekm@maven.pl>
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This is wildly optimistic, but it should work in a surprising number of
error situations and some output in those cases will be hopefully be
better than none...
If we submit a batchbuffer and the kernel reports the GPU is hung (which
will be caused by an earlier execbuffer, and so the kernel should have
had enough time to determine whether or not it could reset the GPU) then
disable any further attempt to accelerate gfx and force fallbacks to map
the buffers and use the CPU. We cannot normally map any more buffers if
the GPU is hung, so only those already mapped prior to the hang can be
written to, or those allocated in system memory. However, we can expect
that the framebuffer is already mapped, and so have a reasonable
expectation to continue to see the display update.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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If the destination cannot fit into the 3D pipeline when we need to
composite, we fallback to doing the operation on the CPU. This is very
slow, and quite easy to trigger on i915 by plugging in an external
display.
An alternative is to extract the extents of the operation from the
destination using the blitter which can usually handle much larger
operations. This gives us a temporary target that can fit into the 3D
pipeline and thus be accelerated, before copying back into the larger
real destination.
For x11perf this boosts glyph rendering on PineView, from 38kglyphs/s to
480kglyphs/s. Just a little shy of the native performance of 601kglyphs/s
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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Allow us to check whether we can handle the operation using the blitter
prior to doing any work.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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x11perf regression caused by 2D driver
https://bugs.freedesktop.org/show_bug.cgi?id=28047
caused by
commit a7b800513fcc94e063dfd68d2f63b6bab7fae47d
uxa: Extract sub-region from in-memory buffers.
The issue is that as we extract the region prior to checking whether the
composite can in fact be accelerated, we perform expensive surplus
operations. This is particularly noticeable for ComponentAlpha text,
such as rgb10text. The solution here is to rearrange the
check_composite() prior to acquiring the sources, and only extracting
the subregion if the render path can not actually handle the texture.
Performance (on PineView):
a7b800513^: aa=68600 glyphs/s, rgb=29900 glyphs/s
a7b800513: aa=65700 glyphs/s, rgb=13200 glyphs/s
now: aa=66800 glyph/s, rgb=28800 glyphs/s
The residual lossage seems to be from the extra function call and
dixPrivate lookups. Hmm. More warning is the extremely low performance,
however the results are consistent so the improvement looks real...
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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Particularly noting to route alpha to the green channel when blending
with a8 destinations.
Fixes:
rendercheck/repeat/triangles regressed
http://bugs.freedesktop.org/show_bug.cgi?id=25047
introduced with commit 14109a.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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We've talked about doing this since the start of the project, putting it off
until "some convenient time". Just after removing a third of the driver seems
like a convenient time, when backporting's probably not happening much anyway.
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This lets the driver allocate a nice idle buffer object instead of a
busy one, reducing runtime of firefox-20090601 on my G45 from 50.7 (+/- .41%)
to 48.4 (+/- 1.1%).
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All size-related rendering limits should be managed by the driver in the
pixmap_is_offscreen call. There's no need for uxa to even know these values.
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This eliminates the cost of EXA migration management while providing full
pixmap allocation control to the driver. The goal is to make something
useful for UMA drivers.
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