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authorRob Clark <[email protected]>2014-10-18 15:28:16 -0400
committerRob Clark <[email protected]>2014-10-20 21:42:44 -0400
commit8a0ffedd8de51eaf980855283c4525dba6dc5847 (patch)
tree91b1a9e527826679fac39959538678896a4c4328 /src/gallium/drivers/freedreno/ir3/ir3.h
parentab33a240890a7ef147d4b8cf35c27ae1932a1dbe (diff)
freedreno/ir3: fix potential gpu lockup with kill
It seems like the hardware is unhappy if we execute a kill instruction prior to last input (ei). Probably the shader thread stops executing and the end-input flag is never set. Signed-off-by: Rob Clark <[email protected]>
Diffstat (limited to 'src/gallium/drivers/freedreno/ir3/ir3.h')
-rw-r--r--src/gallium/drivers/freedreno/ir3/ir3.h10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/gallium/drivers/freedreno/ir3/ir3.h b/src/gallium/drivers/freedreno/ir3/ir3.h
index d2d3dcaadb9..21992f68ced 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3.h
+++ b/src/gallium/drivers/freedreno/ir3/ir3.h
@@ -210,7 +210,11 @@ struct ir3_instruction {
* result of moving a const to a reg would have a low cost, so to
* it could make sense to duplicate the instruction at various
* points where the result is needed to reduce register footprint.
+ *
+ * DEPTH_UNUSED used to mark unused instructions after depth
+ * calculation pass.
*/
+#define DEPTH_UNUSED ~0
unsigned depth;
};
struct ir3_instruction *next;
@@ -224,6 +228,8 @@ struct ir3_heap_chunk;
struct ir3 {
unsigned instrs_count, instrs_sz;
struct ir3_instruction **instrs;
+ unsigned baryfs_count, baryfs_sz;
+ struct ir3_instruction **baryfs;
unsigned heap_idx;
struct ir3_heap_chunk *chunk;
};
@@ -272,6 +278,10 @@ static inline void ir3_clear_mark(struct ir3 *shader)
/* TODO would be nice to drop the instruction array.. for
* new compiler, _clear_mark() is all we use it for, and
* we could probably manage a linked list instead..
+ *
+ * Also, we'll probably want to mark instructions within
+ * a block, so tracking the list of instrs globally is
+ * unlikely to be what we want.
*/
unsigned i;
for (i = 0; i < shader->instrs_count; i++) {