diff options
-rw-r--r-- | src/intel/vulkan/genX_pipeline.c | 42 |
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; |