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anv: add drirc option to workaround missing application barriers on typed/untyped data
Enable it for Horizon Forbidden West (only seems to have untyped data issue). Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Cc: mesa-stable Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/14889 Reviewed-by: Ivan Briano <ivan.briano@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40187>
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5 changed files with 54 additions and 4 deletions
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@ -17,6 +17,8 @@ static const driOptionDescription anv_dri_options[] = {
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DRI_CONF_ANV_ASSUME_FULL_SUBGROUPS(0)
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DRI_CONF_ANV_ASSUME_FULL_SUBGROUPS_WITH_BARRIER(false)
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DRI_CONF_ANV_ASSUME_FULL_SUBGROUPS_WITH_SHARED_MEMORY(false)
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DRI_CONF_ANV_BARRIER_POST_TYPED_CLEAR_SHADER(false)
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DRI_CONF_ANV_BARRIER_POST_UNTYPED_CLEAR_SHADER(false)
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DRI_CONF_ANV_DISABLE_FCV(false)
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DRI_CONF_ANV_ENABLE_BUFFER_COMP(false)
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DRI_CONF_ANV_DISABLE_DRM_AUX_MODIFIERS(false)
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@ -240,6 +242,10 @@ anv_init_dri_options(struct anv_instance *instance)
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driQueryOptionb(&instance->dri_options, "anv_disable_drm_ccs_modifiers");
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instance->binding_table_block_size = util_next_power_of_two(
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driQueryOptioni(&instance->dri_options, "intel_binding_table_block_size"));
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instance->barrier_post_typed_clear_shader =
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driQueryOptionb(&instance->dri_options, "anv_barrier_post_typed_clear_shader");
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instance->barrier_post_untyped_clear_shader =
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driQueryOptionb(&instance->dri_options, "anv_barrier_post_untyped_clear_shader");
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if (instance->vk.app_info.engine_name &&
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!strcmp(instance->vk.app_info.engine_name, "DXVK")) {
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@ -1828,6 +1828,8 @@ struct anv_instance {
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bool force_sampler_prefetch;
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bool force_compute_surface_prefetch;
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unsigned binding_table_block_size;
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bool barrier_post_typed_clear_shader;
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bool barrier_post_untyped_clear_shader;
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/* HW workarounds */
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bool no_16bit;
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@ -477,6 +477,36 @@ fill_inline_params(struct GENX(COMPUTE_WALKER_BODY) *body,
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}
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}
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static inline void
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cmd_buffer_post_dispatch_wa(struct anv_cmd_buffer *cmd_buffer)
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{
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genX(cmd_buffer_post_dispatch_wa)(cmd_buffer);
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struct anv_cmd_compute_state *comp_state = &cmd_buffer->state.compute;
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/* Workaround WaW hazards in applications that clear a buffer and start
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* writing to it immediately without a barrier between the clear & write
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* operations.
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*/
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if (cmd_buffer->device->physical->instance->barrier_post_typed_clear_shader &&
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(comp_state->shader->bind_map.inferred_behavior & ANV_PIPELINE_BEHAVIOR_CLEAR_TYPED)) {
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anv_add_pending_pipe_bits(cmd_buffer,
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VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_2_TOP_OF_PIPE_BIT,
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ANV_PIPE_HDC_PIPELINE_FLUSH_BIT,
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"clear shader typed L1 flush app wa");
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}
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if (cmd_buffer->device->physical->instance->barrier_post_untyped_clear_shader &&
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(comp_state->shader->bind_map.inferred_behavior & ANV_PIPELINE_BEHAVIOR_CLEAR_UNTYPED)) {
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anv_add_pending_pipe_bits(cmd_buffer,
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VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_2_TOP_OF_PIPE_BIT,
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ANV_PIPE_UNTYPED_DATAPORT_CACHE_FLUSH_BIT |
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ANV_PIPE_HDC_PIPELINE_FLUSH_BIT,
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"clear shader untyped L1 flush app wa");
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}
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}
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static inline void
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emit_indirect_compute_walker(struct anv_cmd_buffer *cmd_buffer,
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const struct brw_cs_prog_data *prog_data,
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@ -531,11 +561,9 @@ emit_indirect_compute_walker(struct anv_cmd_buffer *cmd_buffer,
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indirect_addr.bo, 0),
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);
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genX(cmd_buffer_post_dispatch_wa)(cmd_buffer);
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cmd_buffer_post_dispatch_wa(cmd_buffer);
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}
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static inline void
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emit_compute_walker(struct anv_cmd_buffer *cmd_buffer,
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struct anv_address indirect_addr,
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@ -595,7 +623,7 @@ emit_compute_walker(struct anv_cmd_buffer *cmd_buffer,
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#endif
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);
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genX(cmd_buffer_post_dispatch_wa)(cmd_buffer);
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cmd_buffer_post_dispatch_wa(cmd_buffer);
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}
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#else /* #if GFX_VERx10 >= 125 */
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@ -1124,6 +1124,12 @@ TODO: document the other workarounds.
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<application name="Total War: WARHAMMER III" executable="TotalWarhammer3">
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<option name="anv_fake_nonlocal_memory" value="true" />
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</application>
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<application name="Horizon Forbidden West" executable="HorizonForbiddenWest.exe">
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<!-- Missing barrier between clear/init shader & write
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shader.
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-->
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<option name="anv_barrier_post_untyped_clear_shader" value="true" />
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</application>
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<!-- Source2 games seem confused by the CCS-only memory type being
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restricted to images, so allow it for buffers. More details on
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the issue:
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@ -957,6 +957,14 @@
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DRI_CONF_OPT_B(anv_disable_link_time_optimization, def, \
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"Disable linking of graphics pipeline shaders")
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#define DRI_CONF_ANV_BARRIER_POST_UNTYPED_CLEAR_SHADER(def) \
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DRI_CONF_OPT_B(anv_barrier_post_untyped_clear_shader, def, \
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"Insert pipeline barriers post clearing shader on untyped data")
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#define DRI_CONF_ANV_BARRIER_POST_TYPED_CLEAR_SHADER(def) \
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DRI_CONF_OPT_B(anv_barrier_post_typed_clear_shader, def, \
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"Insert pipeline barriers post clearing shader on typed data")
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/**
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* \brief HASVK specific configuration options
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*/
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