summaryrefslogtreecommitdiffstats
path: root/src/intel/compiler/brw_fs.cpp
diff options
context:
space:
mode:
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/intel/compiler/brw_fs.cpp
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]>
Diffstat (limited to 'src/intel/compiler/brw_fs.cpp')
-rw-r--r--src/intel/compiler/brw_fs.cpp29
1 files changed, 29 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_fs.cpp b/src/intel/compiler/brw_fs.cpp
index 4616529abcf..2dee841c09b 100644
--- a/src/intel/compiler/brw_fs.cpp
+++ b/src/intel/compiler/brw_fs.cpp
@@ -6166,6 +6166,31 @@ fs_visitor::run_gs()
return !failed;
}
+/* From the SKL PRM, Volume 16, Workarounds:
+ *
+ * 0877 3D Pixel Shader Hang possible when pixel shader dispatched with
+ * only header phases (R0-R2)
+ *
+ * WA: Enable a non-header phase (e.g. push constant) when dispatch would
+ * have been header only.
+ *
+ * Instead of enabling push constants one can alternatively enable one of the
+ * inputs. Here one simply chooses "layer" which shouldn't impose much
+ * overhead.
+ */
+static void
+gen9_ps_header_only_workaround(struct brw_wm_prog_data *wm_prog_data)
+{
+ if (wm_prog_data->num_varying_inputs)
+ return;
+
+ if (wm_prog_data->base.curb_read_length)
+ return;
+
+ wm_prog_data->urb_setup[VARYING_SLOT_LAYER] = 0;
+ wm_prog_data->num_varying_inputs = 1;
+}
+
bool
fs_visitor::run_fs(bool allow_spilling, bool do_rep_send)
{
@@ -6229,6 +6254,10 @@ fs_visitor::run_fs(bool allow_spilling, bool do_rep_send)
optimize();
assign_curb_setup();
+
+ if (devinfo->gen >= 9)
+ gen9_ps_header_only_workaround(wm_prog_data);
+
assign_urb_setup();
fixup_3src_null_dest();