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authorFrancisco Jerez <[email protected]>2016-09-15 21:43:18 -0700
committerFrancisco Jerez <[email protected]>2016-09-21 13:45:46 +0300
commite5311ba1acba738346a18ef661b0f8bbc33bba8e (patch)
treeb5141880285d30b8195f87a333c5d2ff131b645e /src/mesa
parentc05a4f11a03dd5614a9462b5cb28e8b630bfddc0 (diff)
i965/ir: Test thread dispatch packing assumptions.
Not [originally] intended for upstream. Should cause a GPU hang if some thread is executed with a non-contiguous dispatch mask breaking assumptions of brw_stage_has_packed_dispatch(). Doesn't cause any CTS, DEQP or Piglit regressions, while replacing brw_stage_has_packed_dispatch() with a dummy implementation that unconditionally returns true on top of this patch causes multiple GPU hangs. v2: Refactor into a separate function instead of emitting the test code directly from emit_nir_code(), drop VEC4 test and clean up slightly for upstream. (Jason) Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp30
1 files changed, 30 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index b60ec71888a..1483f41de97 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -6786,3 +6786,33 @@ brw_compile_cs(const struct brw_compiler *compiler, void *log_data,
return g.get_assembly(final_assembly_size);
}
+
+/**
+ * Test the dispatch mask packing assumptions of
+ * brw_stage_has_packed_dispatch(). Call this from e.g. the top of
+ * fs_visitor::emit_nir_code() to cause a GPU hang if any shader invocation is
+ * executed with an unexpected dispatch mask.
+ */
+static UNUSED void
+brw_fs_test_dispatch_packing(const fs_builder &bld)
+{
+ const gl_shader_stage stage = bld.shader->stage;
+
+ if (brw_stage_has_packed_dispatch(bld.shader->devinfo, stage,
+ bld.shader->stage_prog_data)) {
+ const fs_builder ubld = bld.exec_all().group(1, 0);
+ const fs_reg tmp = component(bld.vgrf(BRW_REGISTER_TYPE_UD), 0);
+ const fs_reg mask = (stage == MESA_SHADER_FRAGMENT ? brw_vmask_reg() :
+ brw_dmask_reg());
+
+ ubld.ADD(tmp, mask, brw_imm_ud(1));
+ ubld.AND(tmp, mask, tmp);
+
+ /* This will loop forever if the dispatch mask doesn't have the expected
+ * form '2^n-1', in which case tmp will be non-zero.
+ */
+ bld.emit(BRW_OPCODE_DO);
+ bld.CMP(bld.null_reg_ud(), tmp, brw_imm_ud(0), BRW_CONDITIONAL_NZ);
+ set_predicate(BRW_PREDICATE_NORMAL, bld.emit(BRW_OPCODE_WHILE));
+ }
+}