[Mesa-dev] [Mesa-stable] [PATCH] radv: adjust the VGT workaround for prim restart on GFX9
Marek Olšák
maraeo at gmail.com
Tue Dec 11 19:57:32 UTC 2018
It's up to you as long as you're OK with downgraded performance of triangle
strips with primitive restart.
Marek
On Tue, Dec 11, 2018 at 10:08 AM Samuel Pitoiset <samuel.pitoiset at gmail.com>
wrote:
> ping?
>
> After looking into this again today, I can't find any better solutions.
> We should probably push this patch because at least two games are
> affected. My opinion is that correctness is more important than
> performance.
>
> On 10/11/18 10:42 AM, Samuel Pitoiset wrote:
> > WD_SWITCH_ON_EOP seems to be the only workaround that fixes
> > the GPU hangs with Yakuza and The Evil Within on Vega. I don't
> > like as it might decrease geometry performance as pointed out
> > by Marek, but I don't know how to implement a better one.
> >
> > Cc: mesa-stable at lists.freedesktop.org
> > Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> > ---
> > src/amd/vulkan/radv_pipeline.c | 13 +++++++++++--
> > 1 file changed, 11 insertions(+), 2 deletions(-)
> >
> > diff --git a/src/amd/vulkan/radv_pipeline.c
> b/src/amd/vulkan/radv_pipeline.c
> > index 426b417e172..2256b2c58e9 100644
> > --- a/src/amd/vulkan/radv_pipeline.c
> > +++ b/src/amd/vulkan/radv_pipeline.c
> > @@ -3412,14 +3412,23 @@ radv_compute_ia_multi_vgt_param_helpers(struct
> radv_pipeline *pipeline,
> > }
> >
> > /* Workaround for a VGT hang when strip primitive types are used
> with
> > - * primitive restart.
> > + * primitive restart. This fixes GPU hangs with Yakuza and The Evil
> > + * Within, at least. Not sure if we can implement a better
> workaround.
> > */
> > if (pipeline->graphics.prim_restart_enable &&
> > (prim == V_008958_DI_PT_LINESTRIP ||
> > prim == V_008958_DI_PT_TRISTRIP ||
> > prim == V_008958_DI_PT_LINESTRIP_ADJ ||
> > prim == V_008958_DI_PT_TRISTRIP_ADJ)) {
> > - ia_multi_vgt_param.partial_vs_wave = true;
> > + if (device->physical_device->rad_info.chip_class >= GFX9) {
> > + /* XXX: This might decrease geometry performance
> by 2x,
> > + * but this appears to be the only workaround that
> > + * fixes the GPU hang.
> > + */
> > + ia_multi_vgt_param.wd_switch_on_eop = true;
> > + } else {
> > + ia_multi_vgt_param.partial_vs_wave = true;
> > + }
> > }
> >
> > ia_multi_vgt_param.base =
> >
> _______________________________________________
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>
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