Revert "anv/skylake: disable ForceThreadDispatchEnable"
This reverts commit 0fa9e6d7b3
. The real
issue appears to have been that HiZ ops don't like having WM thread
dispatch force-enabled. The previous commit fixes that problem so we
can go back to using the ForceThreadDispatchEnable bit even on SKL+.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
@@ -1445,12 +1445,12 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
|
||||
wm.EarlyDepthStencilControl = EDSC_NORMAL;
|
||||
}
|
||||
|
||||
#if GEN_GEN == 8
|
||||
/* Gen8 and later 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 PS
|
||||
* thread dispatch.
|
||||
#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
|
||||
* correctly with no attachments, we need to force-enable PS thread
|
||||
* dispatch.
|
||||
*
|
||||
* The BDW docs are pretty clear that that this bit isn't validated
|
||||
* and probably shouldn't be used in production:
|
||||
@@ -1460,9 +1460,7 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
|
||||
*
|
||||
* Unfortunately, however, the other mechanism we have for doing this
|
||||
* is 3DSTATE_PS_EXTRA::PixelShaderHasUAV which causes hangs on BDW.
|
||||
* Given two bad options, we choose the one which works. On Skylake
|
||||
* and later, setting ForceThreadDispatchEnable causes GPU hangs so
|
||||
* we use the PixelShaderHasUAV mechanism there.
|
||||
* Given two bad options, we choose the one which works.
|
||||
*/
|
||||
if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
|
||||
!has_color_buffer_write_enabled(pipeline, blend))
|
||||
@@ -1665,32 +1663,6 @@ emit_3dstate_ps_extra(struct anv_pipeline *pipeline,
|
||||
wm_prog_data->uses_kill;
|
||||
|
||||
#if GEN_GEN >= 9
|
||||
/* Gen8 and later 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 PS thread dispatch.
|
||||
*
|
||||
* 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 and
|
||||
* Vulkan 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.
|
||||
*
|
||||
* Unfortunately, however, the other mechanism we have for doing this is
|
||||
* 3DSTATE_WM::ForceThreadDispatchEnable which causes GPU hangs on
|
||||
* Skylake and later hardware. On Broadwell, however, setting this bit
|
||||
* causes GPU hangs so we use ForceThreadDispatchEnable there.
|
||||
*/
|
||||
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;
|
||||
|
||||
|
Reference in New Issue
Block a user