diff options
author | Jason Ekstrand <[email protected]> | 2018-08-21 20:40:50 -0500 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2018-09-07 15:19:02 -0500 |
commit | b08b4b2b25b201df2d667cf70d7f99475e5c7aec (patch) | |
tree | 6bc1a0d9a887a4a12e8c74b1f78ec250573696d6 /src/intel/vulkan/genX_pipeline.c | |
parent | 5dee89438afd1e7b2d2a6545c005f2c178b07791 (diff) |
anv: Disable the vertex cache when tessellating on SKL GT4
I have no idea if I'm correct about what's going wrong or if this is the
correct fix. However, in my multiple weeks of banging my head on this
hang, a VUE reference counting bug seems to match all the symptoms and
it definitely fixes the hang.
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107280
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/intel/vulkan/genX_pipeline.c')
-rw-r--r-- | src/intel/vulkan/genX_pipeline.c | 23 |
1 files changed, 22 insertions, 1 deletions
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c index 297e9455b51..9595a7133ae 100644 --- a/src/intel/vulkan/genX_pipeline.c +++ b/src/intel/vulkan/genX_pipeline.c @@ -1173,7 +1173,28 @@ emit_3dstate_vs(struct anv_pipeline *pipeline) vs.IllegalOpcodeExceptionEnable = false; vs.SoftwareExceptionEnable = false; vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1; - vs.VertexCacheDisable = false; + + if (GEN_GEN == 9 && devinfo->gt == 4 && + anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) { + /* On Sky Lake GT4, we have experienced some hangs related to the VS + * cache and tessellation. It is unknown exactly what is happening + * but the Haswell docs for the "VS Reference Count Full Force Miss + * Enable" field of the "Thread Mode" register refer to a HSW bug in + * which the VUE handle reference count would overflow resulting in + * internal reference counting bugs. My (Jason's) best guess is that + * this bug cropped back up on SKL GT4 when we suddenly had more + * threads in play than any previous gen9 hardware. + * + * What we do know for sure is that setting this bit when + * tessellation shaders are in use fixes a GPU hang in Batman: Arkham + * City when playing with DXVK (https://bugs.freedesktop.org/107280). + * Disabling the vertex cache with tessellation shaders should only + * have a minor performance impact as the tessellation shaders are + * likely generating and processing far more geometry than the vertex + * stage. + */ + vs.VertexCacheDisable = true; + } vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length; vs.VertexURBEntryReadOffset = 0; |