radeonsi: fix a compute shader hang with big threadgroups on SI & CI

ported from Vulkan

Cc: 12.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2016-06-24 02:22:42 +02:00
parent b433cb51e5
commit 1e8adb0ee4

View file

@ -443,6 +443,21 @@ static void si_launch_grid(
struct si_context *sctx = (struct si_context*)ctx;
struct si_compute *program = sctx->cs_shader_state.program;
int i;
/* HW bug workaround when CS threadgroups > 256 threads and async
* compute isn't used, i.e. only one compute job can run at a time.
* If async compute is possible, the threadgroup size must be limited
* to 256 threads on all queues to avoid the bug.
* Only SI and certain CIK chips are affected.
*/
bool cs_regalloc_hang =
(sctx->b.chip_class == SI ||
sctx->b.family == CHIP_BONAIRE ||
sctx->b.family == CHIP_KABINI) &&
info->block[0] * info->block[1] * info->block[2] > 256;
if (cs_regalloc_hang)
sctx->b.flags |= SI_CONTEXT_PS_PARTIAL_FLUSH |
SI_CONTEXT_CS_PARTIAL_FLUSH;
si_decompress_compute_textures(sctx);
@ -493,6 +508,9 @@ static void si_launch_grid(
sctx->b.num_compute_calls++;
if (sctx->cs_shader_state.uses_scratch)
sctx->b.num_spill_compute_calls++;
if (cs_regalloc_hang)
sctx->b.flags |= SI_CONTEXT_CS_PARTIAL_FLUSH;
}