broadcom/vc5: Ensure that there is always a TLB write.

This should fix some GPU hangs in our (currently always single-threaded)
fragment shaders, and definitely fixes assertion failures in simulation.
This commit is contained in:
Eric Anholt
2017-11-15 15:05:37 -08:00
parent c40ac132e4
commit 87391e23cf

View File

@@ -1065,6 +1065,12 @@ emit_frag_end(struct v3d_compile *c)
}
*/
bool has_any_tlb_color_write = false;
for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) {
if (c->output_color_var[rt])
has_any_tlb_color_write = true;
}
if (c->output_position_index != -1) {
struct qinst *inst = vir_MOV_dest(c,
vir_reg(QFILE_TLBU, 0),
@@ -1075,7 +1081,17 @@ emit_frag_end(struct v3d_compile *c)
TLB_TYPE_DEPTH |
TLB_DEPTH_TYPE_PER_PIXEL |
0xffffff00);
} else if (c->s->info.fs.uses_discard) {
} else if (c->s->info.fs.uses_discard || !has_any_tlb_color_write) {
/* Emit passthrough Z if it needed to be delayed until shader
* end due to potential discards.
*
* Since (single-threaded) fragment shaders always need a TLB
* write, emit passthrouh Z if we didn't have any color
* buffers and flag us as potentially discarding, so that we
* can use Z as the TLB write.
*/
c->s->info.fs.uses_discard = true;
struct qinst *inst = vir_MOV_dest(c,
vir_reg(QFILE_TLBU, 0),
vir_reg(QFILE_NULL, 0));