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v3d,v3dv: fix MMU error from hardware prefetch after ldunifa
ldunifa works exactly the same as ldunif: the hw will prefetch the
next 4 bytes after a read, so if a buffer is exactly a multiple of
a page size and a shader uses ldunifa to read exactly the last 4 bytes
the prefetch will read out of bounds and spam the error on the kernel
log. Avoid that by allocating extra bytes in this scenario.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25752>
(cherry picked from commit 82bef62c17)
This commit is contained in:
parent
8986b7f9ae
commit
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3 changed files with 24 additions and 2 deletions
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@ -224,7 +224,7 @@
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"description": "v3d,v3dv: fix MMU error from hardware prefetch after ldunifa",
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"nominated": true,
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"nomination_type": 0,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": null,
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"notes": null
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@ -2766,6 +2766,18 @@ get_buffer_memory_requirements(struct v3dv_buffer *buffer,
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.size = align64(buffer->size, buffer->alignment),
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};
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/* UBO and SSBO may be read using ldunifa, which prefetches the next
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* 4 bytes after a read. If the buffer's size is exactly a multiple
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* of a page size and the shader reads the last 4 bytes with ldunifa
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* the prefetching would read out of bounds and cause an MMU error,
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* so we allocate extra space to avoid kernel error spamming.
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*/
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bool can_ldunifa = buffer->usage &
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(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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if (can_ldunifa && (buffer->size % 4096 == 0))
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pMemoryRequirements->memoryRequirements.size += buffer->alignment;
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vk_foreach_struct(ext, pMemoryRequirements->pNext) {
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switch (ext->sType) {
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case VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS: {
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@ -99,7 +99,17 @@ v3d_resource_bo_alloc(struct v3d_resource *rsc)
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struct pipe_screen *pscreen = prsc->screen;
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struct v3d_bo *bo;
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bo = v3d_bo_alloc(v3d_screen(pscreen), rsc->size, "resource");
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/* Buffers may be read using ldunifa, which prefetches the next
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* 4 bytes after a read. If the buffer's size is exactly a multiple
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* of a page size and the shader reads the last 4 bytes with ldunifa
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* the prefetching would read out of bounds and cause an MMU error,
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* so we allocate extra space to avoid kernel error spamming.
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*/
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uint32_t size = rsc->size;
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if (rsc->base.target == PIPE_BUFFER && (size % 4096 == 0))
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size += 4;
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bo = v3d_bo_alloc(v3d_screen(pscreen), size, "resource");
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if (bo) {
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v3d_bo_unreference(&rsc->bo);
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rsc->bo = bo;
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