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,
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wm.EarlyDepthStencilControl = EDSC_NORMAL;
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wm.EarlyDepthStencilControl = EDSC_NORMAL;
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}
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}
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#if GEN_GEN == 8
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#if GEN_GEN >= 8
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/* Gen8 and later hardware tries to compute ThreadDispatchEnable for
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/* Gen8 hardware tries to compute ThreadDispatchEnable for us but
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* us but doesn't take into account KillPixels when no depth or
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* doesn't take into account KillPixels when no depth or stencil
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* stencil writes are enabled. In order for occlusion queries to
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* writes are enabled. In order for occlusion queries to work
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* work correctly with no attachments, we need to force-enable PS
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* correctly with no attachments, we need to force-enable PS thread
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* thread dispatch.
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* dispatch.
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*
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*
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* The BDW docs are pretty clear that that this bit isn't validated
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* The BDW docs are pretty clear that that this bit isn't validated
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* and probably shouldn't be used in production:
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* and probably shouldn't be used in production:
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@@ -1460,9 +1460,7 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
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*
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*
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* Unfortunately, however, the other mechanism we have for doing this
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* Unfortunately, however, the other mechanism we have for doing this
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* is 3DSTATE_PS_EXTRA::PixelShaderHasUAV which causes hangs on BDW.
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* is 3DSTATE_PS_EXTRA::PixelShaderHasUAV which causes hangs on BDW.
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* Given two bad options, we choose the one which works. On Skylake
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* Given two bad options, we choose the one which works.
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* and later, setting ForceThreadDispatchEnable causes GPU hangs so
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* we use the PixelShaderHasUAV mechanism there.
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*/
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*/
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if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
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if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
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!has_color_buffer_write_enabled(pipeline, blend))
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!has_color_buffer_write_enabled(pipeline, blend))
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@@ -1665,32 +1663,6 @@ emit_3dstate_ps_extra(struct anv_pipeline *pipeline,
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wm_prog_data->uses_kill;
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wm_prog_data->uses_kill;
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#if GEN_GEN >= 9
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#if GEN_GEN >= 9
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/* Gen8 and later hardware tries to compute ThreadDispatchEnable for us
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* but doesn't take into account KillPixels when no depth or stencil
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* writes are enabled. In order for occlusion queries to work correctly
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* with no attachments, we need to force-enable PS thread dispatch.
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*
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* The stricter cross-primitive coherency guarantees that the hardware
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* gives us with the "Accesses UAV" bit set for at least one shader stage
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* and the "UAV coherency required" bit set on the 3DPRIMITIVE command are
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* redundant within the current image, atomic counter and SSBO GL and
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* Vulkan APIs, which all have very loose ordering and coherency
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* requirements and generally rely on the application to insert explicit
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* barriers when a shader invocation is expected to see the memory
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* writes performed by the invocations of some previous primitive.
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* Regardless of the value of "UAV coherency required", the "Accesses
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* UAV" bits will implicitly cause an in most cases useless DC flush
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* when the lowermost stage with the bit set finishes execution.
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*
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* Unfortunately, however, the other mechanism we have for doing this is
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* 3DSTATE_WM::ForceThreadDispatchEnable which causes GPU hangs on
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* Skylake and later hardware. On Broadwell, however, setting this bit
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* causes GPU hangs so we use ForceThreadDispatchEnable there.
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*/
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if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
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!has_color_buffer_write_enabled(pipeline, blend))
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ps.PixelShaderHasUAV = true;
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ps.PixelShaderComputesStencil = wm_prog_data->computed_stencil;
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ps.PixelShaderComputesStencil = wm_prog_data->computed_stencil;
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ps.PixelShaderPullsBary = wm_prog_data->pulls_bary;
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ps.PixelShaderPullsBary = wm_prog_data->pulls_bary;
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