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-rw-r--r--src/intel/vulkan/genX_pipeline.c23
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;