anv/cmd_buffer: Handle running out of binding tables in compute shaders

If we try to allocate a binding table and fail, we have to get a new
binding table block, re-emit STATE_BASE_ADDRESS, and then try again.  We
already handle this correctly for 3D and blorp but it never got handled for
CS.  This fixes the new stress.lots-of-surface-state.cs.static crucible test.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Jason Ekstrand
2016-11-21 20:17:24 -08:00
parent a8ef92b031
commit 722ab3de9f

View File

@@ -1512,12 +1512,22 @@ flush_compute_descriptor_set(struct anv_cmd_buffer *cmd_buffer)
struct anv_state surfaces = { 0, }, samplers = { 0, };
VkResult result;
result = emit_samplers(cmd_buffer, MESA_SHADER_COMPUTE, &samplers);
if (result != VK_SUCCESS)
return result;
result = emit_binding_table(cmd_buffer, MESA_SHADER_COMPUTE, &surfaces);
if (result != VK_SUCCESS)
return result;
if (result != VK_SUCCESS) {
result = anv_cmd_buffer_new_binding_table_block(cmd_buffer);
assert(result == VK_SUCCESS);
/* Re-emit state base addresses so we get the new surface state base
* address before we start emitting binding tables etc.
*/
genX(cmd_buffer_emit_state_base_address)(cmd_buffer);
result = emit_binding_table(cmd_buffer, MESA_SHADER_COMPUTE, &surfaces);
assert(result == VK_SUCCESS);
}
result = emit_samplers(cmd_buffer, MESA_SHADER_COMPUTE, &samplers);
assert(result == VK_SUCCESS);
struct anv_state push_state = anv_cmd_buffer_cs_push_constants(cmd_buffer);