Commit Graph

91816 Commits

Author SHA1 Message Date
Grazvydas Ignotas
8aab792e92 radv: don't leak DRM devices
After successful drmGetDevices2() call, drmFreeDevices() needs to be called.

Fixes: 743315f2 "radv: do not open random render node(s)"
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-03 22:04:52 +03:00
Grazvydas Ignotas
898cbb491b radv: fix possible stack corruption
drmGetDevices2 takes count and not size. Probably hasn't caused problems
yet in practice and was missed as setups with more than 8 DRM devices
are not very common.

Fixes: 743315f2 "radv: do not open random render node(s)"
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-03 22:02:45 +03:00
Marek Olšák
b08715499e ac: eliminate duplicated VS exports
Only very few shaders have them (from 48486 shaders):

shaders/private/left_4_dead_2/765.shader_test - ac: 1 matches 2
shaders/private/left_4_dead_2/877.shader_test - ac: 1 matches 6
shaders/private/left_4_dead_2/2141.shader_test - ac: 1 matches 6
shaders/private/ue4_effects_cave/11.shader_test - ac: 4 matches 5
shaders/private/ue4_effects_cave/14.shader_test - ac: 5 matches 6
shaders/private/ue4_effects_cave/46.shader_test - ac: 5 matches 6
shaders/private/ue4_effects_cave/42.shader_test - ac: 4 matches 5
shaders/private/ue4_effects_cave/104.shader_test - ac: 4 matches 5
shaders/private/f1-2015/336.shader_test - ac: 3 matches 4
shaders/private/f1-2015/948.shader_test - ac: 6 matches 7
shaders/private/f1-2015/602.shader_test - ac: 0 matches 3
shaders/private/f1-2015/600.shader_test - ac: 0 matches 3
shaders/private/f1-2015/1214.shader_test - ac: 0 matches 1
shaders/private/f1-2015/988.shader_test - ac: 4 matches 5
shaders/private/ue4_elemental/149.shader_test - ac: 3 matches 4
shaders/private/ue4_elemental/346.shader_test - ac: 4 matches 5
shaders/private/ue4_elemental/178.shader_test - ac: 3 matches 4
shaders/private/ue4_elemental/136.shader_test - ac: 4 matches 5
shaders/private/ue4_elemental/168.shader_test - ac: 4 matches 5
shaders/private/ue4_elemental/690.shader_test - ac: 3 matches 4
shaders/private/ue4_elemental/19.shader_test - ac: 5 matches 6
shaders/private/dota2/1901.shader_test - ac: 0 matches 5
shaders/private/dota2/1357.shader_test - ac: 0 matches 5
shaders/private/dota2/1375.shader_test - ac: 0 matches 5
shaders/private/dota2/1369.shader_test - ac: 0 matches 5
shaders/private/dota2/1583.shader_test - ac: 0 matches 5
shaders/private/dota2/1811.shader_test - ac: 0 matches 5
shaders/private/dota2/1893.shader_test - ac: 0 matches 5
shaders/private/dota2/1533.shader_test - ac: 0 matches 5
shaders/private/dota2/1951.shader_test - ac: 0 matches 5
shaders/private/dota2/1361.shader_test - ac: 0 matches 5
shaders/private/mad_max/2792.shader_test - ac: 0 matches 1
shaders/private/mad_max/2794.shader_test - ac: 0 matches 1
shaders/private/mad_max/2780.shader_test - ac: 0 matches 1
shaders/private/mad_max/2902.shader_test - ac: 0 matches 1
shaders/private/bioshock-infinite/3050.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/2544.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3062.shader_test - ac: 3 matches 8
shaders/private/bioshock-infinite/2012.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3058.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3270.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/732.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3026.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3258.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3198.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3046.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3168.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/2550.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3210.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3032.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/668.shader_test - ac: 3 matches 7

Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-03 20:55:00 +02:00
Marek Olšák
7647e90b15 ac: rename ac_eliminate_const_vs_outputs -> ac_optimize_vs_outputs
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-03 20:55:00 +02:00
Marek Olšák
faa37475e9 ac: first parse VS exports before eliminating constant ones
A later commit will make use of this.

Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-03 20:55:00 +02:00
Jason Ekstrand
f8d7c23e1f anv: Trivially implement multiDrawIndirect
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
272b7e7d25 anv: Enable VK_KHX_multiview and SPV_KHR_multiview
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
3dbd7737d4 anv/cmd_buffer: Emit instanced draws for multiple views
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
32abb0e13c anv/cmd_buffer: Pull indirect draw parameter loading into a helper
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
0db7070330 anv/pipeline: Add shader lowering for multiview
v2 (Jason Ekstrand):
 - Take a view_mask rather than a whole subpass
 - Build the view mask into the VS shader key

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
ca5bdfdfc6 anv/pipeline: Add a subpass field to anv_pipeline
This simplifies the code a variety of places.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
c4549e05aa anv/pipeline: Call nir_gather_info later
We want to insert more lowering code that may insert system values and
we need to gather info after that lowering.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
dcb6a68bb4 anv: Move shader hashing to anv_pipeline
Shader hashing is very closely related to shader compilation.  Putting
them right next to each other in anv_pipeline makes it easier to verify
that we're actually hashing everything we need to be hashing.  The only
real change (other than the order of hashing) is that we now hash in the
shader stage.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
d6b8106eea anv/pass: Store the per-subpass view mask
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
e997f548de anv: Add the KHX_multiview boilerplate
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
0bed97006f anv/nir: Delete the apply_dynamic_offsets prototype
That pass hasn't existed since dd4db84640
but the prototype stuck around for no reason.

Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
f903f78b72 spirv: Add support for SPV_KHR_multiview
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
99d0709553 spirv: Bump the SPIR-V header to the latest public version
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-03 11:25:46 -07:00
Jason Ekstrand
bb41d9a1d3 compiler: Add a system value and varying for ViewIndex
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-03 11:25:46 -07:00
Bartosz Tomczyk
fcf941068e mesa/vbo: reduce prim array size
We always use only single element.

v2: Change single element arrays to variables

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-03 18:22:58 +02:00
Brian Paul
a30313abf6 mesa: add const qualifier on _mesa_valid_to_render()
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-05-03 08:48:46 -06:00
Samuel Iglesias Gonsálvez
f57e234fdd i965/vec4: don't modify regioning parameters to the sources of DF align1 instructions
The regioning parameters are now properly set by convert_to_hw_regs()
and we don't need to fix them in the generator. That latter fix
previously done in the generator was strictly speaking wrong for any
non-identity regions.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2017-05-03 15:32:39 +02:00
Samuel Iglesias Gonsálvez
aaeb1c99be i965/vec4: fix register width for DF VGRF and UNIFORM
On gen7, the swizzles used in DF align16 instructions works for element
size of 32 bits, so we can address only 2 consecutive DFs. As we assumed that
in the rest of the code and prepare the instructions for this (scalarize_df()),
we need to set it to two again.

However, for DF align1 instructions, a width of 2 is wrong as we are not
reading the data we want. For example, an uniform would have a region of
<0, 2, 1> so it would repeat the first 2 DFs, when we wanted to access
to the first 4.

This patch sets the default one to 4 and then modifies the width of
align16 instruction's DF sources when we translate the logical swizzle
to the physical one.

v2:
- Remove conditional (Curro).

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2017-05-03 15:32:39 +02:00
Samuel Iglesias Gonsálvez
7f728bce81 i965/vec4: fix vertical stride to avoid breaking region parameter rule
From IVB PRM, vol4, part3, "General Restrictions on Regioning
Parameters":

  "If ExecSize = Width and HorzStride ≠ 0, VertStride must
   be set to Width * HorzStride."

In next patch, we are going to modify the region parameter for
uniforms and vgrf. For uniforms that are the source of
DF align1 instructions, they will have <0, 4, 1> regioning and
the execsize for those instructions will be 4, so they will break
the regioning rule. This will be the same for VGRF sources where
we use the vstride == 0 exploit.

As we know we are not going to cross the GRF boundary with that
execsize and parameters (not even with the exploit), we just fix
the vstride here.

v2:
- Move is_align1_df() (Curro)
- Refactor exec_size == width calculation (Curro)

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2017-05-03 15:32:39 +02:00
Dave Airlie
3bf3f9866c radv/ac: canonicalize the output for 32-bit float min/max.
This fixes:
dEQP-VK.glsl.builtin.precision.min.*
dEQP-VK.glsl.builtin.precision.max.*
dEQP-VK.glsl.builtin.precision.clamp.*

The problem is the hw doesn't compare denorms properly,
so we have to flush them, even though the spec says
flushing is optional, if you don't flush the results
should be correct.

The -pro driver changes the shader float mode,
it would be nice if llvm could grow that perhaps.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 12:55:34 +10:00
Dave Airlie
83e58b036e radv: flush f32->f16 conversion denormals to zero. (v2)
SPIR-V defines the f32->f16 operation as flushing denormals to 0,
this compares the class using amd class opcode.

Thanks to Matt Arsenault for figuring it out.

This fix is VI+ only, add a TODO for SI/CIK.

This fixes:
dEQP-VK.spirv_assembly.instruction.compute.opquantize.flush_to_zero

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 12:55:34 +10:00
Bas Nieuwenhuizen
eeff7e1154 radv: Add userspace fence buffer per context.
Having it in the winsys didn't work when multiple devices use
the same winsys, as we then have multiple contexts per queue,
and each context counts separately.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Fixes: 7b9963a28f "radv: Enable userspace fence checking."
2017-05-03 03:10:12 +02:00
Dave Airlie
2a2a21450b radv: enable lower_sub to fix loop unrolling.
Loop unroll asserts if it hits a sub, we don't really want
to lower subs as llvm handles these things, but do this for
now, until we can fix loop unroll to work with subs.

Fixes: 14ae0bfa5 (radv: Add NIR loop unrolling)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 09:03:43 +10:00
Bas Nieuwenhuizen
9e847eedd5 radv: Don't set dynamic state for pipelines with rasterizer dicard.
All of the dynamic states apply to rasterization & fragment processing,
so we don't need to set them if we don't rasterize.

We don't clear the dirty flags for them though, so we don't miss any
updates for the next pipeline with rasterization.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Fixes: 76603aa90b "radv: Drop the default viewport when 0 viewports are given."
2017-05-03 00:12:56 +02:00
Dave Airlie
a524704025 radv: flush more stages when semaphore are waiting.
This still doesn't give us complete pWaitDstStageMask support,
but it should provide enough to be correct if not as efficent as
possible.

If we have wait semaphores we must flush between submits and
flush the shaders as well.

This fixes the remaining fails in:
dEQP-VK.synchronization.op.single_queue.semaphore.*ssbo*

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 07:21:31 +10:00
Samuel Pitoiset
e0e01895b0 glsl: set vector_elements to 1 for samplers
I don't see any reasons why vector_elements is 1 for images and
0 for samplers. This increases consistency and allows to clean
up some code a bit.

This will also help for ARB_bindless_texture.

No piglit regressions with RadeonSI.

This time the Intel CI system doesn't report any failures.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-02 22:40:45 +02:00
Eric Anholt
ece06defe7 vc4: Use runtime CPU detection for whether NEON is available.
This will allow Raspbian's ARMv6 builds to take advantage of the new NEON
code, and could prevent problems if vc4 ends up getting used on a v7 CPU
without NEON.

v2: Drop dead NEON_SUFFIX (noted by Erik Faye-Lund)
2017-05-02 13:35:23 -07:00
Eric Anholt
a373f77662 vc4: Use a wrapper file to set VC4_BUILD_NEON instead of CFLAGS.
Android.mk was setting the flag across the entire driver, so we didn't
have non-NEON versions getting built.  This was going to be a problem with
the next commit, when I start auto-detecting NEON support and use the
non-NEON version when appropriate.

Reviewed-by: Rob Herring <robh@kernel.org>
2017-05-02 13:35:23 -07:00
Eric Anholt
463b7d0332 gallium: Enable ARM NEON CPU detection.
I wrote this code with reference to pixman, though I've only decided to
cover Linux (what I'm testing) and Android (seems obvious enough).  Linux
has getauxval() as a cleaner interface to the /proc entry, but it's more
glibc-specific and I didn't want to add detection for that.

This will be used to enable NEON at runtime on ARMv6 builds of vc4.

v2: Actually initialize the temp vars in the Android path (noticed by
    daniels)
v3: Actually pull in the cpufeatures library (change by robher).
    Use O_CLOEXEC.  Break out of the loop when we find our feature.
v4: Drop VFP code, which was confused about what it was detecting and not
    actually used yet.

Reviewed-by: Grazvydas Ignotas <notasas@gmail.com>
2017-05-02 13:35:23 -07:00
Dave Airlie
3c73063974 radv: fix stencil only clears.
If we are clearing stencil only, we still need to provide a
a valid Z output from the vertex shader, we can't rely
on the depth clear value having any meaning, as we use this
for the position output, and it could get clipped, so we
don't end up clearing anything.

Fixes:
dEQP-VK.renderpass.simple.stencil
since I added S8 support.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:31:20 +10:00
Philipp Zabel
b539335e50 renderonly: use drmIoctl
To restart interrupted system calls, use drmIoctl.

Fixes: 848b49b288 ("gallium: add renderonly library")
CC: <mesa-stable@lists.freedesktop.org>
Suggested-by: Emil Velikov <emil.l.velikov@gmail.com>
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
2017-05-02 22:22:53 +02:00
Philipp Zabel
cd8ee259c8 renderonly: drop resources on destroy
The renderonly_scanout holds a reference on its prime pipe resource,
which should be released when it is destroyed. If it was created by
renderonly_create_kms_dumb_buffer_for_resource, the dumb BO also has
to be destroyed.

Fixes: 848b49b288 ("gallium: add renderonly library")
CC: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
2017-05-02 22:19:23 +02:00
Philipp Zabel
ab51cd2f26 renderonly: close transfer prime_fd
prime_fd is only used to transfer the scanout buffer to the GPU inside
renderonly_create_kms_dumb_buffer_for_resource. It should be closed
immediately to avoid leaking the DMA-BUF file handle.

Fixes: 848b49b288 ("gallium: add renderonly library")
CC: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
2017-05-02 22:19:19 +02:00
Dave Airlie
09034aab64 radv/wsi: report presentation error per image request
This ports
0fcb92c17d
anv: wsi: report presentation error per image request

This fixes:
dEQP-VK.wsi.xlib.incremental_present.scale_none.*

Reviewed-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:11:19 +10:00
Dave Airlie
ce0f692528 radv: minor pahole related improvements.
This just reduces the structs by 4-8 bytes each.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:03:07 +10:00
Dave Airlie
9399870ef0 radv/image: resize some surface members.
Oops meant to be part of previous series.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:03:02 +10:00
Dave Airlie
fe6d9c0825 radv: drop unused surface level members.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:00:42 +10:00
Dave Airlie
5d0f792f06 radv/image: drop blk_d
This was pretty much unused.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:00:38 +10:00
Dave Airlie
052487be4c radv: remove some members of radeon surface.
We would be storing this info twice per image, no need to,
remove it from the surface struct.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:00:35 +10:00
Dave Airlie
7e8d0a402b radv: move some image info into a separate struct.
This is to rework the surface code like radeonsi.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:00:17 +10:00
Dave Airlie
d5400a5ec2 radv: provide a helper for comparing an image extents.
This just makes it easier to do the follow in cleanups of the surface.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 05:59:52 +10:00
Daniel Stone
80ac89a952 gbm/dri: Fix sign-extension in modifier query
When we were assembling the unsigned 64-bit query return from its
two signed 32-bit component parts, the lower half was getting
sign-extended into the top half. Be more explicit about what we want to
do.

Fixes gbm_bo_get_modifier() returning ((1 << 64) - 1) rather than
((1 << 56) - 1), i.e. DRM_FORMAT_MOD_INVALID.

Signed-off-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2017-05-02 19:55:13 +01:00
Eric Anholt
fba6559a1e nir: Pick just the channels we want for bitmap and drawpixels lowering.
NIR now validates that SSA references use the same number of channels as
are in the SSA value.

v2: Reword commit message, since the commit didn't land before the
    validation change did.

Fixes: 370d68babc ("nir/validate: Validate that bit sizes and components always match")
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
Cc: <mesa-stable@lists.freedesktop.org>
2017-05-02 10:24:40 -07:00
Jason Ekstrand
6ef1bd4fa5 anv/tests: Create a dummy instance as well as device
This fixes crashes caused by 35e626bd0e
which made us start referencing the instance in the allocators.  With
this commit, the tests now happily pass again.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100877
Tested-by: Vinson Lee <vlee@freedesktop.org>
2017-05-01 17:06:40 -07:00
Bas Nieuwenhuizen
6681ab1f97 radv: Use correct stage for ready bit.
Set the bit in the same stage as the timestamp, instead always at top of pipe.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Tested-by: Grazvydas Ignotas <notasas@gmail.com>
2017-05-02 00:54:44 +02:00