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author | Kenneth Graunke <[email protected]> | 2019-08-22 17:32:25 -0700 |
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committer | Dylan Baker <[email protected]> | 2019-09-24 08:23:56 -0700 |
commit | a1b6212710113a8d6161ac9922487c0832c1a363 (patch) | |
tree | 5f29f49b52c9e1c80636e4060dedb5fbc9234a97 /docs | |
parent | 9f94cd7140c37554442665a56e7d09e873f9a8c0 (diff) |
intel: Increase Gen11 compute shader scratch IDs to 64.
From the MEDIA_VFE_STATE docs:
"Starting with this configuration, the Maximum Number of Threads must
be set to (#EU * 8) for GPGPU dispatches.
Although there are only 7 threads per EU in the configuration, the
FFTID is calculated as if there are 8 threads per EU, which in turn
requires a larger amount of Scratch Space to be allocated by the
driver."
It's pretty clear that we need to increase this for scratch address
calculations, because the FFTID has a certain bit-pattern. The quote
above seems to indicate that we should increase the actual thread count
programmed in MEDIA_VFE_STATE as well, but we think the intention is to
only bump the scratch space.
Fixes GPU hangs in Bioshock Infinite and Synmark's CSDof on Icelake 8x8.
Fixes: 5ac804bd9ac ("intel: Add a preliminary device for Ice Lake")
Reviewed-by: Matt Turner <[email protected]>
(cherry picked from commit b9e93db20896a436c716107dd0d12057b3aa9f72)
Diffstat (limited to 'docs')
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