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authorKenneth Graunke <[email protected]>2016-11-07 17:12:54 -0800
committerKenneth Graunke <[email protected]>2016-11-09 15:30:59 -0800
commitaaee3daa90578fb711cc89186a65bc3d2c68022f (patch)
tree698e68fa8c4ecddb185f20525b27dc51fb006749 /src/SConscript
parent1d6fe13c138efb836a28052b16260a258d113827 (diff)
mesa: Fix pixel shader scratch space allocation on Gen9+ platforms.
We had missed a bit of errata - PS scratch needs to be computed as if there were 4 subslices per slice, rather than 3. Skylake Broxton Kabylake GT1 GT2 GT3 GT4 2x6 3x6 GT1 GT1.5 GT2 GT3 GT4 Actual Slices 1 1 2 3 1 1 1 1 1 2 3 Total Subslices 3 3 6 9 2 3 2 3 3 6 9 Subsl. for PS Scratch 4 4 8 12 4 4 4 4 4 8 12 Note that Skylake GT1-3 already worked because we allocated 64 * 9 (trying to use a value that would work on GT4, with 9 subslices), and the actual required values were 64 * 4 or 64 * 8. However, all others (Skylake GT4, Broxton, and Kabylake GT1-4) underallocated, which can lead to scratch writes trashing random process memory, and rendering corruption or GPU hangs. Fixes GPU hangs and rendering corruption on Skylake GT4 in shaders that spill. Particularly, dEQP-GLES31.functional.ubo.all_per_block_buffers.* now runs successfully with no hangs and renders correctly. This may fix problems on Broxton and Kabylake as well. Cc: "13.0" <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ben Widawsky <[email protected]>
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