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nvk: Padd shader BOs by 4K to avoid I-cache overflow
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24326>
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1 changed files with 4 additions and 1 deletions
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@ -210,7 +210,10 @@ void
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nvk_shader_upload(struct nvk_physical_device *physical, struct nvk_shader *shader)
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{
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void *ptr;
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shader->bo = nouveau_ws_bo_new(physical->dev, shader->code_size, 256,
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/* TODO: The I-cache pre-fetches and we don't really know by how much. So
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* throw on a bunch just to be sure.
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*/
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shader->bo = nouveau_ws_bo_new(physical->dev, shader->code_size + 4096, 256,
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NOUVEAU_WS_BO_LOCAL | NOUVEAU_WS_BO_MAP);
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ptr = nouveau_ws_bo_map(shader->bo, NOUVEAU_WS_BO_WR);
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