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anv/cmd_buffer: Handle running out of binding tables in compute shaders
If we try to allocate a binding table and fail, we have to get a new
binding table block, re-emit STATE_BASE_ADDRESS, and then try again. We
already handle this correctly for 3D and blorp but it never got handled for
CS. This fixes the new stress.lots-of-surface-state.cs.static crucible test.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 722ab3de9f)
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parent
a39e535d6c
commit
6c87a21497
1 changed files with 15 additions and 5 deletions
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@ -1343,12 +1343,22 @@ flush_compute_descriptor_set(struct anv_cmd_buffer *cmd_buffer)
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struct anv_state surfaces = { 0, }, samplers = { 0, };
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VkResult result;
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result = emit_samplers(cmd_buffer, MESA_SHADER_COMPUTE, &samplers);
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if (result != VK_SUCCESS)
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return result;
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result = emit_binding_table(cmd_buffer, MESA_SHADER_COMPUTE, &surfaces);
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if (result != VK_SUCCESS)
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return result;
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if (result != VK_SUCCESS) {
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result = anv_cmd_buffer_new_binding_table_block(cmd_buffer);
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assert(result == VK_SUCCESS);
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/* Re-emit state base addresses so we get the new surface state base
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* address before we start emitting binding tables etc.
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*/
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genX(cmd_buffer_emit_state_base_address)(cmd_buffer);
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result = emit_binding_table(cmd_buffer, MESA_SHADER_COMPUTE, &surfaces);
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assert(result == VK_SUCCESS);
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}
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result = emit_samplers(cmd_buffer, MESA_SHADER_COMPUTE, &samplers);
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assert(result == VK_SUCCESS);
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struct anv_state push_state = anv_cmd_buffer_cs_push_constants(cmd_buffer);
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