[Mesa-dev] [PATCH] panfrost: Refactor blend descriptors
Alyssa Rosenzweig
alyssa at rosenzweig.io
Mon May 6 02:29:20 UTC 2019
> No, it doesn't. The high (64 - 24) bits have to be exactly the same.
> So if your 16 MB allocation is not aligned, you could wind up with two
> shaders crossing that boundary by sheer bad luck and then things go
> boom. ARM's kernel driver dealt with it by aligning all executable
> memory allocations to 2^24, but the upstream driver doesn't have a
> solution yet.
I see, thank you. I'll make a mental note of a TODO for that.
> I could test it, but most of the freedreno tests that exercise blend
> shaders wouldn't work because you never implemented capturing the
> memory for each submission separately. Have you done that since?
I haven't gotten around to working on the pantrace/wrap infrastructure
yet, no. That said, a trivial way to trigger a blend shader is to use
divergent factors. In even just test-triangle-smoothed/cube/etc, this
should trigger a blend shader (at least on Midg):
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR)
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