| Commit message (Collapse) | Author | Age | Files | Lines |
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There's no reason we couldn't do non-MSAA full resolution tile buffer
load/stores, but we would have claimed buffer overflow was being
attempted. Nothing does this currently.
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I was thinking this was the only MSAA resolve thing, so it should be noted
separately, but actually load/store general also do MSAA resolve.
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Since the conversion to keeping validated shaders around for the BO's
lifetime, we haven't been checking that rendering doesn't happen to
shaders. Make vc4_use_bo check that always, and just don't use it for the
VC4_MODE_SHADER case (so now modes are unused)
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Drops 40 bytes of code from validation.
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It's the same value for loads and stores, because they're basically the
same packet.
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This avoids a security issue where userspace could have written the tile
state/tile alloc behind the GPU's back, and will apparently be necessary
for fixing stability bugs (tile state buffers are missing some top bits
for the tile alloc's address).
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There weren't that many variations of RCL generation, and this lets us
skip all the in-kernel validation for what we generated.
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