We won't need it now, because we will adjust the clocks depending on engine
loads later on anyway or a static lookup table. It also simplifies the
clocking logic.
This code was nowhere used anyway and just a mock up.
v2: fixed typo in commit message
Signed-off-by: Karol Herbst
We will access the current cstate at least every second and this saves us
some CPU cycles looking them up every second.
v2: Rewording commit message.
Signed-off-by: Karol Herbst
Reviewed-by: Martin Peres
---
drm/nouveau/include/nvkm/subdev/clk.h |
Later we will have situations where the expected and the current state
isn't the same.
Signed-off-by: Karol Herbst
Reviewed-by: Martin Peres
---
drm/nouveau/include/nvkm/subdev/clk.h | 2 ++
drm/nouveau/nvkm/subdev/clk/base.c| 32
We don't want to change anything on the GPU if it's suspended. Also we
need to increase the refcount on the pm_runtime counter so that the GPU
won't be suspended while reclocking.
v2: convert to C style comments
Signed-off-by: Karol Herbst
---
This makes the code easier, because we can compare the id with
pstate->pstate and saves us from the trouble of iterating over the pstates
to match the index.
v2: reword commit message
Signed-off-by: Karol Herbst
Reviewed-by: Martin Peres
---
This function will be used to update the current clock state.
This will happen for various reasons:
* Temperature changes
* User changes clocking state
* Load changes
v2: remove parameter name
Signed-off-by: Karol Herbst
---
drm/nouveau/include/nvkm/subdev/clk.h |
The idea is to clear out the saved state, because after a resume we can't
know what the GPU is clocked to. The reclock is triggered by the call to
nvkm_clk_update later in nvkm_clk_init.
v2: convert to C style comments
Signed-off-by: Karol Herbst
Reviewed-by: Martin Peres
This series addresses various issues inside the reclocking code:
1. after resume the set clocks are reset
2. reclocking not possible while GPU is suspended
Some of the patches were part of the bigger reclocking series I sent months
ago, some things have changed though.
This is also preparation
Removed explicit depar instructions as they're not used by the blob anymore.
Signed-off-by: Aaryaman Vasishta
---
src/shader/exac8nv110.fp | 5 ++---
src/shader/exac8nv110.fpc | 10 --
src/shader/exacanv110.fp | 5 ++---
src/shader/exacanv110.fpc | 10
v5: Rebased on depbar removal patch; removed a redundant read dep-bar.
This patch adds proper delays to maxwell exa shaders. rendercheck tests
seem consistent with/without this patch. I haven't extensively tested
them though.
Trello:
Hi,
On Fri, Jun 30, 2017 at 6:26 AM, Samuel Pitoiset
wrote:
> Do you still have some glitches or does it work correctly now?
No visible glitches on my machine so far (Pascal 1080, Debain stretch GNOME
desktop)
I used "rendercheck -f a8r8g8b8" to make sure there's no
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