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radeonsi: If pixel shader compilation fails, use a dummy shader.
Otherwise we're likely to hang the GPU. Signed-off-by: Michel Dänzer <michel.daenzer@amd.com> Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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4 changed files with 25 additions and 1 deletions
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@ -37,6 +37,7 @@
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#include "util/u_pack_color.h"
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#include "util/u_memory.h"
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#include "util/u_inlines.h"
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#include "util/u_simple_shaders.h"
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#include "util/u_upload_mgr.h"
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#include "vl/vl_decoder.h"
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#include "vl/vl_video_buffer.h"
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@ -171,6 +172,9 @@ static void r600_destroy_context(struct pipe_context *context)
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{
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struct r600_context *rctx = (struct r600_context *)context;
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if (rctx->dummy_pixel_shader) {
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rctx->context.delete_fs_state(&rctx->context, rctx->dummy_pixel_shader);
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}
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rctx->context.delete_depth_stencil_alpha_state(&rctx->context, rctx->custom_dsa_flush);
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util_unreference_framebuffer_state(&rctx->framebuffer);
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@ -251,6 +255,12 @@ static struct pipe_context *r600_create_context(struct pipe_screen *screen, void
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r600_get_backend_mask(rctx); /* this emits commands and must be last */
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rctx->dummy_pixel_shader =
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util_make_fragment_cloneinput_shader(&rctx->context, 0,
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TGSI_SEMANTIC_GENERIC,
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TGSI_INTERPOLATE_CONSTANT);
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rctx->context.bind_fs_state(&rctx->context, rctx->dummy_pixel_shader);
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return &rctx->context;
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}
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@ -206,6 +206,10 @@ struct r600_context {
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struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS];
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unsigned nr_vertex_buffers;
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/* With rasterizer discard, there doesn't have to be a pixel shader.
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* In that case, we bind this one: */
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struct si_pipe_shader *dummy_pixel_shader;
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/* SI state handling */
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union si_state queued;
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union si_state emitted;
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@ -627,7 +627,10 @@ int si_pipe_shader_create(
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tgsi_dump(shader->tokens, 0);
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}
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lp_build_tgsi_llvm(bld_base, shader->tokens);
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if (!lp_build_tgsi_llvm(bld_base, shader->tokens)) {
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fprintf(stderr, "Failed to translate shader from TGSI to LLVM\n");
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return -EINVAL;
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}
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radeon_llvm_finalize_module(&si_shader_ctx.radeon_bld);
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@ -373,6 +373,13 @@ static void si_update_derived_state(struct r600_context *rctx)
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if (!rctx->ps_shader->bo) {
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si_pipe_shader_ps(ctx, rctx->ps_shader);
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}
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if (!rctx->ps_shader->bo) {
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if (!rctx->dummy_pixel_shader->bo)
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si_pipe_shader_ps(ctx, rctx->dummy_pixel_shader);
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if (rctx->dummy_pixel_shader->pm4)
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si_pm4_bind_state(rctx, vs, rctx->dummy_pixel_shader->pm4);
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}
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if (rctx->shader_dirty) {
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si_update_spi_map(rctx);
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