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freedreno/a6xx: fix MSAA resolve hangs
Seems like RB_BLIT_SCISSOR needs to be aligned to (minimum?) tile size. Fixes intermittent GPU hangs triggered by some of the three.js samples on https://threejs.org/ Signed-off-by: Rob Clark <robdclark@chromium.org>
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1 changed files with 4 additions and 11 deletions
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@ -679,17 +679,10 @@ set_blit_scissor(struct fd_batch *batch, struct fd_ringbuffer *ring)
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struct pipe_scissor_state blit_scissor;
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struct pipe_framebuffer_state *pfb = &batch->framebuffer;
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blit_scissor.minx = batch->max_scissor.minx;
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blit_scissor.miny = batch->max_scissor.miny;
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blit_scissor.maxx = MIN2(pfb->width, batch->max_scissor.maxx);
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blit_scissor.maxy = MIN2(pfb->height, batch->max_scissor.maxy);
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/* NOTE: blob switches to CP_BLIT instead of CP_EVENT_WRITE:BLIT for
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* small render targets. But since we align pitch to binw I think
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* we can get away avoiding GPU hangs a simpler way, by just rounding
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* up the blit scissor:
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*/
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blit_scissor.maxx = MAX2(blit_scissor.maxx, batch->ctx->screen->gmem_alignw);
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blit_scissor.minx = 0;
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blit_scissor.miny = 0;
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blit_scissor.maxx = align(pfb->width, batch->ctx->screen->gmem_alignw);
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blit_scissor.maxy = align(pfb->height, batch->ctx->screen->gmem_alignh);
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OUT_PKT4(ring, REG_A6XX_RB_BLIT_SCISSOR_TL, 2);
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OUT_RING(ring,
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