[Mesa-dev] [PATCH v2] anv/skylake: disable ForceThreadDispatchEnable
Sergii Romantsov
sergii.romantsov at gmail.com
Wed Sep 19 16:21:11 UTC 2018
On Skylake enabling of ForceThreadDispatchEnable causes gpu-hang.
-v2: enabling of ForceThreadDispatchEnable is only for gen8, for
gen9 and higher reverted enabling of PixelShaderHasUAV.
CC: Jason Ekstrand <jason.ekstrand at intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107941
Fixes: 79270d2140ec (anv: Stop setting 3DSTATE_PS_EXTRA::PixelShaderHasUAV)
Signed-off-by: Sergii Romantsov <sergii.romantsov at globallogic.com>
---
src/intel/vulkan/genX_pipeline.c | 33 ++++++++++++++++++++++++++++++++-
1 file changed, 32 insertions(+), 1 deletion(-)
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
index 9595a71..b469270 100644
--- a/src/intel/vulkan/genX_pipeline.c
+++ b/src/intel/vulkan/genX_pipeline.c
@@ -1445,7 +1445,7 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
wm.EarlyDepthStencilControl = EDSC_NORMAL;
}
-#if GEN_GEN >= 8
+#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
@@ -1663,6 +1663,37 @@ emit_3dstate_ps_extra(struct anv_pipeline *pipeline,
wm_prog_data->uses_kill;
#if GEN_GEN >= 9
+ /* 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 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.
+ *
+ * It would be nice to disable it, but in some cases we can't because on
+ * Gen8+ it also has an influence on rasterization via the PS UAV-only
+ * signal (which could be set independently from the coherency mechanism
+ * in the 3DSTATE_WM command on Gen7), and because in some cases it will
+ * determine whether the hardware skips execution of the fragment shader
+ * or not via the ThreadDispatchEnable signal. However if we know that
+ * GEN8_PS_BLEND_HAS_WRITEABLE_RT is going to be set and
+ * GEN8_PSX_PIXEL_SHADER_NO_RT_WRITE is not set it shouldn't make any
+ * difference so we may just disable it here.
+ *
+ * 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 here.
+ */
+ 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;
--
2.7.4
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