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authorKenneth Graunke <[email protected]>2019-08-22 17:32:25 -0700
committerKenneth Graunke <[email protected]>2019-09-23 16:59:40 -0700
commitb9e93db20896a436c716107dd0d12057b3aa9f72 (patch)
tree3253c84a292f3fbb15350c46e6f66bd6b29aa6b4 /src/glx/glx_pbuffer.c
parent50c0dd8621c9e9ff7227a7d4fc8b61d61b61baf5 (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]>
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