radeonsi: determine correctly if switching from normal launch to fast launch

Fixes: 3da91b3327 - radeonsi/ngg: add VGT_FLUSH when enabling fast launch

Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7542>
This commit is contained in:
Marek Olšák 2020-11-10 08:20:21 -05:00 committed by Marge Bot
parent 8d2876a343
commit e29e41a3cd

View file

@ -2063,6 +2063,7 @@ static void si_draw_vbo(struct pipe_context *ctx,
}
/* Update NGG culling settings. */
uint8_t old_ngg_culling = sctx->ngg_culling;
struct si_shader_selector *hw_vs;
if (sctx->ngg && !dispatch_prim_discard_cs && rast_prim == PIPE_PRIM_TRIANGLES &&
(hw_vs = si_get_vs(sctx)->cso) &&
@ -2071,7 +2072,7 @@ static void si_draw_vbo(struct pipe_context *ctx,
avg_direct_count > hw_vs->ngg_cull_nonindexed_fast_launch_vert_threshold &&
prim & ((1 << PIPE_PRIM_TRIANGLES) |
(1 << PIPE_PRIM_TRIANGLE_STRIP))))) {
unsigned ngg_culling = 0;
uint8_t ngg_culling = 0;
if (rs->rasterizer_discard) {
ngg_culling |= SI_NGG_CULL_FRONT_FACE | SI_NGG_CULL_BACK_FACE;
@ -2100,17 +2101,12 @@ static void si_draw_vbo(struct pipe_context *ctx,
ngg_culling |= SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP;
}
if (ngg_culling != sctx->ngg_culling) {
/* Insert a VGT_FLUSH when enabling fast launch changes to prevent hangs.
* See issues #2418, #2426, #2434
*/
if (ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL &&
!(sctx->ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL))
sctx->flags |= SI_CONTEXT_VGT_FLUSH;
if (ngg_culling != old_ngg_culling) {
/* If shader compilation is not ready, this setting will be rejected. */
sctx->ngg_culling = ngg_culling;
sctx->do_update_shaders = true;
}
} else if (sctx->ngg_culling) {
} else if (old_ngg_culling) {
sctx->ngg_culling = false;
sctx->do_update_shaders = true;
}
@ -2123,8 +2119,23 @@ static void si_draw_vbo(struct pipe_context *ctx,
sctx->inlinable_uniforms_dirty_mask = 0;
}
if (unlikely(sctx->do_update_shaders && !si_update_shaders(sctx)))
goto return_cleanup;
if (unlikely(sctx->do_update_shaders)) {
if (unlikely(!si_update_shaders(sctx)))
goto return_cleanup;
/* Insert a VGT_FLUSH when enabling fast launch changes to prevent hangs.
* See issues #2418, #2426, #2434
*
* This is the setting that is used by the draw.
*/
uint8_t ngg_culling = si_get_vs(sctx)->current->key.opt.ngg_culling;
if (!(old_ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL) &&
ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL)
sctx->flags |= SI_CONTEXT_VGT_FLUSH;
/* Set this to the correct value determined by si_update_shaders. */
sctx->ngg_culling = ngg_culling;
}
si_need_gfx_cs_space(sctx, num_draws);