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authorJason Ekstrand <[email protected]>2018-10-16 14:58:41 -0500
committerJason Ekstrand <[email protected]>2018-10-26 16:39:47 -0500
commitaa02d7e8781c25ee18b6da97606300808c84973a (patch)
treee72ed2a02f9772c1bd1b9330e4231c969b8fecbb /src/intel
parentb6b2b27809b9ce1cb8fdeb63fb4244c8a584434e (diff)
Revert "anv/skylake: disable ForceThreadDispatchEnable"
This reverts commit 0fa9e6d7b304f6a8064ed78a4b9c557e1026e7e5. The real issue appears to have been that HiZ ops don't like having WM thread dispatch force-enabled. The previous commit fixes that problem so we can go back to using the ForceThreadDispatchEnable bit even on SKL+. Cc: [email protected] Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/intel')
-rw-r--r--src/intel/vulkan/genX_pipeline.c42
1 files changed, 7 insertions, 35 deletions
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
index cbf8ec7f48d..e34dea431ec 100644
--- a/src/intel/vulkan/genX_pipeline.c
+++ b/src/intel/vulkan/genX_pipeline.c
@@ -1445,12 +1445,12 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
wm.EarlyDepthStencilControl = EDSC_NORMAL;
}
-#if GEN_GEN == 8
- /* Gen8 and later hardware tries to compute ThreadDispatchEnable for
- * us but doesn't take into account KillPixels when no depth or
- * stencil writes are enabled. In order for occlusion queries to
- * work correctly with no attachments, we need to force-enable PS
- * thread dispatch.
+#if GEN_GEN >= 8
+ /* Gen8 hardware tries to compute ThreadDispatchEnable for us but
+ * doesn't take into account KillPixels when no depth or stencil
+ * writes are enabled. In order for occlusion queries to work
+ * correctly with no attachments, we need to force-enable PS thread
+ * dispatch.
*
* The BDW docs are pretty clear that that this bit isn't validated
* and probably shouldn't be used in production:
@@ -1460,9 +1460,7 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
*
* Unfortunately, however, the other mechanism we have for doing this
* is 3DSTATE_PS_EXTRA::PixelShaderHasUAV which causes hangs on BDW.
- * Given two bad options, we choose the one which works. On Skylake
- * and later, setting ForceThreadDispatchEnable causes GPU hangs so
- * we use the PixelShaderHasUAV mechanism there.
+ * Given two bad options, we choose the one which works.
*/
if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
!has_color_buffer_write_enabled(pipeline, blend))
@@ -1665,32 +1663,6 @@ emit_3dstate_ps_extra(struct anv_pipeline *pipeline,
wm_prog_data->uses_kill;
#if GEN_GEN >= 9
- /* Gen8 and later hardware tries to compute ThreadDispatchEnable for us
- * but doesn't take into account KillPixels when no depth or stencil
- * writes are enabled. In order for occlusion queries to work correctly
- * with no attachments, we need to force-enable PS thread dispatch.
- *
- * The stricter cross-primitive coherency guarantees that the hardware
- * gives us with the "Accesses UAV" bit set for at least one shader stage
- * and the "UAV coherency required" bit set on the 3DPRIMITIVE command are
- * redundant within the current image, atomic counter and SSBO GL and
- * Vulkan APIs, which all have very loose ordering and coherency
- * requirements and generally rely on the application to insert explicit
- * barriers when a shader invocation is expected to see the memory
- * writes performed by the invocations of some previous primitive.
- * Regardless of the value of "UAV coherency required", the "Accesses
- * UAV" bits will implicitly cause an in most cases useless DC flush
- * when the lowermost stage with the bit set finishes execution.
- *
- * Unfortunately, however, the other mechanism we have for doing this is
- * 3DSTATE_WM::ForceThreadDispatchEnable which causes GPU hangs on
- * Skylake and later hardware. On Broadwell, however, setting this bit
- * causes GPU hangs so we use ForceThreadDispatchEnable there.
- */
- if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
- !has_color_buffer_write_enabled(pipeline, blend))
- ps.PixelShaderHasUAV = true;
-
ps.PixelShaderComputesStencil = wm_prog_data->computed_stencil;
ps.PixelShaderPullsBary = wm_prog_data->pulls_bary;