On Wednesday, October 25, 2017 10:37:37 AM PDT Topi Pohjolainen wrote: > Fixes intermittent GPU hangs on Broxton with an Intel internal > test case. > > There are plenty of similar fragment shaders in piglit that do > not use any varyings and any uniforms. According to the > documentation special timing is needed between pipeline stages. > Apparently we just don't hit that with piglit. Even with the > failing test case one doesn't always get the hang. > > Moreover, according to the error states the hang happens > significantly later than the execution of the problematic shader. > There are multiple render cycles (primitive submissions) in between. > I've also seen error states where the ACTHD points outside the > batch. Almost as if the hardware writes somewhere that gets used > later on. That would also explain why piglit doesn't suffer from > this - most tests kick off one render cycle and any corruption > is left unseen. > > v2 (Ken): Instead of enabling push constants, enable one of the > inputs (PSIZ). > v3 (Ken, Jason): Use LAYER instead making vulkan emit_3dstate_sbe() > happy. > > CC: Kenneth Graunke <[email protected]> > CC: Jason Ekstrand <[email protected]> > CC: Eero Tamminen <[email protected]> > Signed-off-by: Topi Pohjolainen <[email protected]> > --- > src/intel/compiler/brw_fs.cpp | 29 +++++++++++++++++++++++++++++ > 1 file changed, 29 insertions(+)
This looks great, thanks a ton for fixing this, Topi! Cc: "17.3 17.2" <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
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