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authorTopi Pohjolainen <[email protected]>2017-10-25 16:50:11 +0300
committerTopi Pohjolainen <[email protected]>2017-10-28 10:07:29 +0300
commit97e01adfd549c260efd615289938265306d42a05 (patch)
tree4ad088a5a01d06a752cf1e423a4672183e2eb0bf /src/compiler
parent2b612431f56e999243dc7f72b3da82a12e2bcac1 (diff)
intel/compiler/gen9: Pixel shader header only workaround
Fixes intermittent GPU hangs on Broxton with an Intel internal test case. There are plenty of similar fragment shaders in piglit that do not use any varyings and any uniforms. According to the documentation special timing is needed between pipeline stages. Apparently we just don't hit that with piglit. Even with the failing test case one doesn't always get the hang. Moreover, according to the error states the hang happens significantly later than the execution of the problematic shader. There are multiple render cycles (primitive submissions) in between. I've also seen error states where the ACTHD points outside the batch. Almost as if the hardware writes somewhere that gets used later on. That would also explain why piglit doesn't suffer from this - most tests kick off one render cycle and any corruption is left unseen. v2 (Ken): Instead of enabling push constants, enable one of the inputs (PSIZ). v3 (Ken, Jason): Use LAYER instead making vulkan emit_3dstate_sbe() happy. Cc: "17.3 17.2" <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Topi Pohjolainen <[email protected]>
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