[Bug 105399] [snb] GPU hang: after geometry shader emits no geometry, the program hangs
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Tue Jun 26 06:26:17 UTC 2018
https://bugs.freedesktop.org/show_bug.cgi?id=105399
Iago Toral <itoral at igalia.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Resolution|--- |FIXED
Status|REOPENED |RESOLVED
--- Comment #12 from Iago Toral <itoral at igalia.com> ---
Fixed in master with:
commit 232c5d75ea8c9536a896a17c9156b8e2ad36a779 (HEAD -> master)
Author: Andrii Simiklit <asimiklit.work at gmail.com>
Date: Fri Jun 22 10:59:57 2018 +0300
i965/gen6/gs: Handle case where a GS doesn't allocate VUE
We can not use the VUE Dereference flags combination for EOT
message under ILK and SNB because the threads are not initialized
there with initial VUE handle unlike Pre-IL.
So to avoid GPU hangs on SNB and ILK we need
to avoid usage of the VUE Dereference flags combination.
(Was tested only on SNB but according to the specification
SNB Volume 2 Part 1: 1.6.5.3, 1.6.5.6
the ILK must behave itself in the similar way)
v2: Approach to fix this issue was changed.
Instead of different EOT flags in the program end
we will create VUE every time even if GS produces no output.
v3: Clean up the patch.
Signed-off-by: Andrii Simiklit <andrii.simiklit at globallogic.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105399
CC: <mesa-stable at lists.freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>
Tested-by: Mark Janes <mark.a.janes at intel.com>
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