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authorFrancisco Jerez <[email protected]>2016-06-10 16:41:59 -0700
committerFrancisco Jerez <[email protected]>2016-06-13 15:55:58 -0700
commita84b5d43e2e54dbebe3600111f4f35c29411f831 (patch)
tree54630d8e5f460373793422356e95cdee0ebdb578 /src/mesa/main/matrix.c
parentd960284e447df9b1563deef0ce950617decfba63 (diff)
i965: Fix cross-primitive scratch corruption when changing the per-thread allocation.
I haven't found any mention of this in the hardware docs, but experimentally what seems to be going on is that when the per-thread scratch slot size is changed between two pipelined draw calls, shader invocations using the old and new scratch size setting may end up being executed in parallel, causing their scratch offset calculations to be based in a different partitioning of the scratch space, which can cause their thread-local scratch space to overlap leading to cross-thread scratch corruption. I've been experimenting with alternative workarounds, like emitting a PIPE_CONTROL with DC flush and CS stall between draw (or dispatch compute) calls using different per-thread scratch allocation settings, or avoiding reuse of the scratch BO if the per-thread scratch allocation doesn't exactly match the original. Both seem to be as effective as this workaround, but they have potential performance implications, while this should be basically for free. Fixes over 40 failures in our CI system with spilling forced on (including CTS, dEQP and Piglit failures) on a number of different platforms from Gen4 to Gen9. The 'glsl-max-varyings' piglit test seems to be able to reproduce this bug consistently in the vertex shader on at least Gen4, Gen8 and Gen9 with spilling forced on. Cc: <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
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