anv: Use different BOs for different scratch sizes and stages
This solves a race condition where we can end up having different stages stomp on each other because they're all trying to scratch in the same BO but they have different views of its layout. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org>
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@@ -397,22 +397,8 @@ anv_pipeline_add_compiled_stage(struct anv_pipeline *pipeline,
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const struct brw_stage_prog_data *prog_data,
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struct anv_pipeline_bind_map *map)
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{
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struct brw_device_info *devinfo = &pipeline->device->info;
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uint32_t max_threads[] = {
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[MESA_SHADER_VERTEX] = devinfo->max_vs_threads,
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[MESA_SHADER_TESS_CTRL] = devinfo->max_hs_threads,
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[MESA_SHADER_TESS_EVAL] = devinfo->max_ds_threads,
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[MESA_SHADER_GEOMETRY] = devinfo->max_gs_threads,
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[MESA_SHADER_FRAGMENT] = devinfo->max_wm_threads,
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[MESA_SHADER_COMPUTE] = devinfo->max_cs_threads,
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};
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pipeline->prog_data[stage] = prog_data;
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pipeline->active_stages |= mesa_to_vk_shader_stage(stage);
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pipeline->scratch_start[stage] = pipeline->total_scratch;
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pipeline->total_scratch =
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align_u32(pipeline->total_scratch, 1024) +
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prog_data->total_scratch * max_threads[stage];
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pipeline->bindings[stage] = *map;
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}
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@@ -1176,7 +1162,6 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
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* of various prog_data pointers. Make them NULL by default.
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*/
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memset(pipeline->prog_data, 0, sizeof(pipeline->prog_data));
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memset(pipeline->scratch_start, 0, sizeof(pipeline->scratch_start));
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memset(pipeline->bindings, 0, sizeof(pipeline->bindings));
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pipeline->vs_simd8 = NO_KERNEL;
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@@ -1185,7 +1170,6 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
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pipeline->ps_ksp0 = NO_KERNEL;
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pipeline->active_stages = 0;
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pipeline->total_scratch = 0;
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const VkPipelineShaderStageCreateInfo *pStages[MESA_SHADER_STAGES] = { 0, };
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struct anv_shader_module *modules[MESA_SHADER_STAGES] = { 0, };
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@@ -1278,10 +1262,6 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
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if (extra && extra->use_rectlist)
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pipeline->topology = _3DPRIM_RECTLIST;
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while (anv_block_pool_size(&device->scratch_block_pool) <
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pipeline->total_scratch)
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anv_block_pool_alloc(&device->scratch_block_pool);
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return VK_SUCCESS;
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}
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