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I've tried to split this up, but all the changes are so tightly
related that I didn't find a good way to do this without breaking
bisecting. Essentially this completely changes how psr is glued into
the overall driver, and there's not much you can do to soften such a
paradigm change.
- Use frontbuffer tracking bits stuff to separate disable and
re-enable.
- Don't re-check everything in the psr work. We have now accurate
tracking for everything, so no need to check for sprites or tiling
really. Allows us to ditch tons of locks.
- That in turn allows us to properly cancel the work in the disable
function - no more deadlocks.
- Add a check for HSW sprites and force a flush. Apparently the
hardware doesn't forward the flushing when updating the sprite base
address. We can do the same trick everywhere else we have such
issues, e.g. on baytrail with ... everything.
- Don't re-enable psr with a delay in psr_exit. It really must be
turned off forever if we detect a gtt write. At least with the
current frontbuffer render tracking. Userspace can do a busy ioctl
call or no-op pageflip to re-enable psr.
- Drop redundant checks for crtc and crtc->active - now that they're
only called from enable this is guaranteed.
- Fix up the hsw port check. eDP can also happen on port D, but the
issue is exactly that it doesn't work there. So an || check is
wrong.
- We still schedule the psr work with a delay. The frontbuffer
flushing interface mandates that we upload the next full frame, so
need to wait a bit. Once we have single-shot frame uploads we can do
better here.
v2: Don't enable psr initially, rely upon the fb flush of the initial
plane setup for that. Gives us more unified code flow and makes the
crtc enable sequence less a special case.
v3: s/psr_exit/psr_invalidate/ for consistency
v4: Fixup whitespace.
v5: Correctly bail out of psr_invalidate/flush when
dev_priv->psr.enabled is NULL. Spotted by Rodrigo.
v6:
- Only schedule work when there's work to do. Fixes WARNINGs reported
by Rodrigo.
- Comments Chris requested to clarify the code.
v7: Fix conflict on rebase (Rodrigo)
Cc: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Rodrigo Vivi <rodrigo.vivi@intel.com>
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch> (v6)
Signed-off-by: Rodrigo Vivi <rodrigo.vivi@intel.com>
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
************************************************************
* For the very latest on DRI development, please see: *
* http://dri.freedesktop.org/ *
************************************************************
The Direct Rendering Manager (drm) is a device-independent kernel-level
device driver that provides support for the XFree86 Direct Rendering
Infrastructure (DRI).
The DRM supports the Direct Rendering Infrastructure (DRI) in four major
ways:
1. The DRM provides synchronized access to the graphics hardware via
the use of an optimized two-tiered lock.
2. The DRM enforces the DRI security policy for access to the graphics
hardware by only allowing authenticated X11 clients access to
restricted regions of memory.
3. The DRM provides a generic DMA engine, complete with multiple
queues and the ability to detect the need for an OpenGL context
switch.
4. The DRM is extensible via the use of small device-specific modules
that rely extensively on the API exported by the DRM module.
Documentation on the DRI is available from:
http://dri.freedesktop.org/wiki/Documentation
http://sourceforge.net/project/showfiles.php?group_id=387
http://dri.sourceforge.net/doc/
For specific information about kernel-level support, see:
The Direct Rendering Manager, Kernel Support for the Direct Rendering
Infrastructure
http://dri.sourceforge.net/doc/drm_low_level.html
Hardware Locking for the Direct Rendering Infrastructure
http://dri.sourceforge.net/doc/hardware_locking_low_level.html
A Security Analysis of the Direct Rendering Infrastructure
http://dri.sourceforge.net/doc/security_low_level.html