[Mesa-dev] [PATCH] i965: Bind null render targets for shadow sampling + color.

Jason Ekstrand jason at jlekstrand.net
Thu Jan 18 15:08:57 UTC 2018


Rb but feel free to get a third opinion if you'd like


On January 18, 2018 01:51:03 Kenneth Graunke <kenneth at whitecape.org> wrote:

> Portal 2 appears to bind RGBA8888_UNORM textures to a sampler2DShadow,
> and calls shadow2D() on it.  This causes undefined behavior in OpenGL.
>
> Unfortunately, our sampler appears to hang in this scenario, which is
> not acceptable.  Just give them a null surface instead, which returns
> all zeroes.
>
> Fixes GPU hangs in Portal 2 on Kabylake.
>
> Huge thanks to Jason Ekstrand for noticing this crazy behavior while
> sifting through crash dumps.
>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104487
> ---
>  src/mesa/drivers/dri/i965/brw_wm_surface_state.c | 33 +++++++++++++++++++++++-
>  1 file changed, 32 insertions(+), 1 deletion(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c 
> b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
> index adf60a840b0..38af6bc0dea 100644
> --- a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
> +++ b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
> @@ -1095,6 +1095,14 @@ const struct brw_tracked_state 
> brw_renderbuffer_read_surfaces = {
>     .emit = update_renderbuffer_read_surfaces,
>  };
>
> +static bool
> +is_depth_texture(struct intel_texture_object *iobj)
> +{
> +   GLenum base_format = _mesa_get_format_base_format(iobj->_Format);
> +   return base_format == GL_DEPTH_COMPONENT ||
> +          (base_format == GL_DEPTH_STENCIL && !iobj->base.StencilSampling);
> +}
> +
>  static void
>  update_stage_texture_surfaces(struct brw_context *brw,
>                                const struct gl_program *prog,
> @@ -1121,9 +1129,32 @@ update_stage_texture_surfaces(struct brw_context *brw,
>        if (prog->SamplersUsed & (1 << s)) {
>           const unsigned unit = prog->SamplerUnits[s];
>           const bool used_by_txf = prog->info.textures_used_by_txf & (1 << s);
> +         struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current;
> +         struct intel_texture_object *iobj = intel_texture_object(obj);
>
>           /* _NEW_TEXTURE */
> -         if (ctx->Texture.Unit[unit]._Current) {
> +         if (!obj)
> +            continue;
> +
> +         if ((prog->ShadowSamplers & (1 << s)) && !is_depth_texture(iobj)) {
> +            /* A programming note for the sample_c message says:
> +             *
> +             *    "The Surface Format of the associated surface must be
> +             *     indicated as supporting shadow mapping as indicated in the
> +             *     surface format table."
> +             *
> +             * Accessing non-depth textures via a sampler*Shadow type is
> +             * undefined.  GLSL 4.50 page 162 says:
> +             *
> +             *    "If a shadow texture call is made to a sampler that does not
> +             *     represent a depth texture, then results are undefined."
> +             *
> +             * We give them a null surface (zeros) for undefined.  We've seen
> +             * GPU hangs with color buffers and sample_c, so we try and avoid
> +             * those with this hack.
> +             */
> +            emit_null_surface_state(brw, NULL, surf_offset + s);
> +         } else {
>              brw_update_texture_surface(ctx, unit, surf_offset + s, for_gather,
>                                         used_by_txf, plane);
>           }
> --
> 2.15.1
>
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