Mesa (master): vc4: Add a workaround for HW-2116 (state counter wrap fails ).

Eric Anholt anholt at kemper.freedesktop.org
Fri Oct 23 17:12:52 UTC 2015


Module: Mesa
Branch: master
Commit: 7d7fbcdf4e1683d1aef19c7ee08cc222d8279672
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=7d7fbcdf4e1683d1aef19c7ee08cc222d8279672

Author: Eric Anholt <eric at anholt.net>
Date:   Fri Oct 23 14:43:41 2015 +0100

vc4: Add a workaround for HW-2116 (state counter wrap fails).

I haven't proven that this happens (I've got other GPU hangs in the
way), but the closed driver also does this and it's documented as an
errata.

---

 src/gallium/drivers/vc4/vc4_context.h |    6 +++---
 src/gallium/drivers/vc4/vc4_draw.c    |   38 +++++++++++++++++++++++++++++++--
 src/gallium/drivers/vc4/vc4_job.c     |    2 +-
 3 files changed, 40 insertions(+), 6 deletions(-)

diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h
index c769842..7a758f8 100644
--- a/src/gallium/drivers/vc4/vc4_context.h
+++ b/src/gallium/drivers/vc4/vc4_context.h
@@ -250,10 +250,10 @@ struct vc4_context {
         bool needs_flush;
 
         /**
-         * Set when needs_flush, and the queued rendering is not just composed
-         * of full-buffer clears.
+         * Number of draw calls (not counting full buffer clears) queued in
+         * the current job.
          */
-        bool draw_call_queued;
+        uint32_t draw_calls_queued;
 
         /** Maximum index buffer valid for the current shader_rec. */
         uint32_t max_index;
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c
index c7ca8f9..da81599 100644
--- a/src/gallium/drivers/vc4/vc4_draw.c
+++ b/src/gallium/drivers/vc4/vc4_draw.c
@@ -100,7 +100,7 @@ vc4_start_draw(struct vc4_context *vc4)
                      VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
 
         vc4->needs_flush = true;
-        vc4->draw_call_queued = true;
+        vc4->draw_calls_queued++;
         vc4->draw_width = width;
         vc4->draw_height = height;
 
@@ -226,6 +226,38 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *i
         vc4->max_index = max_index;
 }
 
+/**
+ * HW-2116 workaround: Flush the batch before triggering the hardware state
+ * counter wraparound behavior.
+ *
+ * State updates are tracked by a global counter which increments at the first
+ * state update after a draw or a START_BINNING.  Tiles can then have their
+ * state updated at draw time with a set of cheap checks for whether the
+ * state's copy of the global counter matches the global counter the last time
+ * that state was written to the tile.
+ *
+ * The state counters are relatively small and wrap around quickly, so you
+ * could get false negatives for needing to update a particular state in the
+ * tile.  To avoid this, the hardware attempts to write all of the state in
+ * the tile at wraparound time.  This apparently is broken, so we just flush
+ * everything before that behavior is triggered.  A batch flush is sufficient
+ * to get our current contents drawn and reset the counters to 0.
+ *
+ * Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
+ * tiles with VC4_PACKET_RETURN_FROM_LIST.
+ */
+static void
+vc4_hw_2116_workaround(struct pipe_context *pctx)
+{
+        struct vc4_context *vc4 = vc4_context(pctx);
+
+        if (vc4->draw_calls_queued == 0x1ef0) {
+                perf_debug("Flushing batch due to HW-2116 workaround "
+                           "(too many draw calls per scene\n");
+                vc4_flush(pctx);
+        }
+}
+
 static void
 vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 {
@@ -244,6 +276,8 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
         vc4_update_shadow_textures(pctx, &vc4->verttex);
         vc4_update_shadow_textures(pctx, &vc4->fragtex);
 
+        vc4_hw_2116_workaround(pctx);
+
         vc4_get_draw_cl_space(vc4);
 
         if (vc4->prim_mode != info->mode) {
@@ -343,7 +377,7 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
         /* We can't flag new buffers for clearing once we've queued draws.  We
          * could avoid this by using the 3d engine to clear.
          */
-        if (vc4->draw_call_queued) {
+        if (vc4->draw_calls_queued) {
                 perf_debug("Flushing rendering to process new clear.\n");
                 vc4_flush(pctx);
         }
diff --git a/src/gallium/drivers/vc4/vc4_job.c b/src/gallium/drivers/vc4/vc4_job.c
index 7ebd9f1..9ad79c2 100644
--- a/src/gallium/drivers/vc4/vc4_job.c
+++ b/src/gallium/drivers/vc4/vc4_job.c
@@ -55,7 +55,7 @@ vc4_job_reset(struct vc4_context *vc4)
         vc4->shader_rec_count = 0;
 
         vc4->needs_flush = false;
-        vc4->draw_call_queued = false;
+        vc4->draw_calls_queued = 0;
 
         /* We have no hardware context saved between our draw calls, so we
          * need to flag the next draw as needing all state emitted.  Emitting




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