> BTW, is there a piece of doc explaining the rational behind this
> dma_fence contract, or is it just the usual informal knowledge shared
> among DRM devs over IRC/email threads :-) ?
>
> To be honest, I'm a bit unhappy with this "it's part of the dma_fence
> contract" explanation, because I have
El lun, 28-04-2025 a las 10:13 +0200, Boris Brezillon escribió:
> Hi Iago,
>
> On Mon, 28 Apr 2025 08:55:07 +0200
> Iago Toral wrote:
(...)
> > As I described above, v3d is not quite an allocation-on-fault
> > mechanism
> > but rather, we get a dedicated interrupt from the hw when it needs
> > mo
Hi Iago,
On Mon, 28 Apr 2025 08:55:07 +0200
Iago Toral wrote:
> Hi,
>
> Pitching in to describe the situation for v3d:
Thanks for chiming in.
>
> El vie, 18-04-2025 a las 14:25 +0200, Boris Brezillon escribió:
>
> (...)
> > +For all these reasons, the tiler usually allocates memory
> > dyna
Hi Steve,
On Wed, 23 Apr 2025 10:41:53 +0100
Steven Price wrote:
> On 18/04/2025 13:25, Boris Brezillon wrote:
> > Tile-based GPUs come with a set of constraints that are not present
> > when immediate rendering is used. This new document tries to explain
> > the differences between tile/immedia
Hi Alyssa,
On Wed, 23 Apr 2025 10:47:21 -0400
Alyssa Rosenzweig wrote:
> Steven wanted non-Mali eyes, so with my Imaginapple hat on...
>
> > +All lot of embedded GPUs are using tile-based rendering instead of
> > immediate
>
> s/All lot of/Many/
Will change that.
>
> > +- Complex geometr
Hi,
Pitching in to describe the situation for v3d:
El vie, 18-04-2025 a las 14:25 +0200, Boris Brezillon escribió:
(...)
> +For all these reasons, the tiler usually allocates memory
> dynamically, but
> +DRM has not been designed with this use case in mind. Drivers will
> address
> +these proble
Steven wanted non-Mali eyes, so with my Imaginapple hat on...
> +All lot of embedded GPUs are using tile-based rendering instead of immediate
s/All lot of/Many/
> +- Complex geometry pipelines: if you throw geometry/tesselation/mesh shaders
> + it gets even trickier to guess the number of primi
On 18/04/2025 13:25, Boris Brezillon wrote:
> Tile-based GPUs come with a set of constraints that are not present
> when immediate rendering is used. This new document tries to explain
> the differences between tile/immediate rendering, the problems that
> come with tilers, and how we plan to addre
Tile-based GPUs come with a set of constraints that are not present
when immediate rendering is used. This new document tries to explain
the differences between tile/immediate rendering, the problems that
come with tilers, and how we plan to address them.
This is just a started point, this documen