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authorKenneth Graunke <[email protected]>2015-04-12 18:39:07 -0700
committerKenneth Graunke <[email protected]>2015-04-14 01:49:00 -0700
commitf55ded764ce60f87463e33bfa3a32e2c44715581 (patch)
tree2a2063dfcace5968192d493f3241ab7d3a268e8c /doxygen/gallium.doxy
parent21d29124a719bdaf5794859a4a7441cc6be33df7 (diff)
i965: Implement proper workaround for Gen4 GPU CONSTANT_BUFFER hangs.
I finally managed to dig up some information on our mysterious GPU hangs. A wiki page from the Crestline validation team mentions that they found a GPU hang in "Serious Sam 2" (on Windows) with remarkably similar conditions to the ones we've seen in Google Chrome and glmark2. Apparently, if WM_STATE has "PS Use Source Depth" enabled, CC_STATE has most depth state disabled, and you issue a CONSTANT_BUFFER command and immediately draw, the depth interpolator makes a small mistake that leads to hangs. Most of the traces I looked at contained a CONSTANT_BUFFER packet immediately followed by 3DPRIMITIVE, or at least very few packets. It appears they also have "PS Use Source Depth" enabled - either at the hang, or a little before it. So I think this is our bug. The workaround is to emit a non-pipelined state packet after issuing a CONSTANT_BUFFER packet. This is really similar to the workaround I developed in commit c4fd0c9052dd391d6f2e9bb8e6da209dfc7ef35b. v2: Fix word-wrapping issues. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Francisco Jerez <[email protected]> Reviewed-by: Matt Turner <[email protected]>
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