radv: rework the CS regalloc hang workaround
Move it to the pipeline creation to reduce computations in the hot path. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15162>
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@@ -7378,12 +7378,8 @@ radv_dispatch(struct radv_cmd_buffer *cmd_buffer, const struct radv_dispatch_inf
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{
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bool has_prefetch = cmd_buffer->device->physical_device->rad_info.chip_class >= GFX7;
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bool pipeline_is_dirty = pipeline != cmd_buffer->state.emitted_compute_pipeline;
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struct radv_shader *compute_shader = pipeline->shaders[MESA_SHADER_COMPUTE];
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unsigned *cs_block_size = compute_shader->info.cs.block_size;
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bool cs_regalloc_hang = cmd_buffer->device->physical_device->rad_info.has_cs_regalloc_hang_bug &&
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cs_block_size[0] * cs_block_size[1] * cs_block_size[2] > 256;
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if (cs_regalloc_hang)
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if (pipeline->compute.cs_regalloc_hang_bug)
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cmd_buffer->state.flush_bits |= RADV_CMD_FLAG_PS_PARTIAL_FLUSH |
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RADV_CMD_FLAG_CS_PARTIAL_FLUSH;
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@@ -7442,7 +7438,7 @@ radv_dispatch(struct radv_cmd_buffer *cmd_buffer, const struct radv_dispatch_inf
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: VK_PIPELINE_BIND_POINT_COMPUTE);
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}
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if (cs_regalloc_hang)
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if (pipeline->compute.cs_regalloc_hang_bug)
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cmd_buffer->state.flush_bits |= RADV_CMD_FLAG_CS_PARTIAL_FLUSH;
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radv_cmd_buffer_after_draw(cmd_buffer, RADV_CMD_FLAG_CS_PARTIAL_FLUSH);
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@@ -6504,6 +6504,14 @@ radv_compute_pipeline_create(VkDevice _device, VkPipelineCache _cache,
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pipeline->push_constant_size = pipeline_layout->push_constant_size;
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pipeline->dynamic_offset_count = pipeline_layout->dynamic_offset_count;
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if (device->physical_device->rad_info.has_cs_regalloc_hang_bug) {
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struct radv_shader *compute_shader = pipeline->shaders[MESA_SHADER_COMPUTE];
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unsigned *cs_block_size = compute_shader->info.cs.block_size;
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pipeline->compute.cs_regalloc_hang_bug =
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cs_block_size[0] * cs_block_size[1] * cs_block_size[2] > 256;
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}
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radv_compute_generate_pm4(pipeline);
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*pPipeline = radv_pipeline_to_handle(pipeline);
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@@ -1909,6 +1909,7 @@ struct radv_pipeline {
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struct radv_pipeline_shader_stack_size *rt_stack_sizes;
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bool dynamic_stack_size;
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uint32_t group_count;
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bool cs_regalloc_hang_bug;
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} compute;
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struct {
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unsigned stage_count;
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