radv: add debug flags for syncing shaders after every draw call

To improve GPU hangs detection when shaders are stucked.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset 2017-09-11 15:00:41 +02:00
parent 061f5b7d73
commit e2e72477c0
3 changed files with 17 additions and 0 deletions

View file

@ -32,6 +32,7 @@
#include "sid.h"
#include "gfx9d.h"
#include "vk_format.h"
#include "radv_debug.h"
#include "radv_meta.h"
#include "ac_debug.h"
@ -368,6 +369,20 @@ void radv_cmd_buffer_trace_emit(struct radv_cmd_buffer *cmd_buffer)
static void
radv_cmd_buffer_after_draw(struct radv_cmd_buffer *cmd_buffer)
{
if (cmd_buffer->device->debug_flags & RADV_DEBUG_SYNC_SHADERS) {
enum radv_cmd_flush_bits flags;
/* Force wait for graphics/compute engines to be idle. */
flags = RADV_CMD_FLAG_PS_PARTIAL_FLUSH |
RADV_CMD_FLAG_CS_PARTIAL_FLUSH;
si_cs_emit_cache_flush(cmd_buffer->cs, false,
cmd_buffer->device->physical_device->rad_info.chip_class,
NULL, 0,
radv_cmd_buffer_uses_mec(cmd_buffer),
flags);
}
radv_cmd_buffer_trace_emit(cmd_buffer);
}

View file

@ -40,6 +40,7 @@ enum {
RADV_DEBUG_DUMP_SPIRV = 0x400,
RADV_DEBUG_VM_FAULTS = 0x800,
RADV_DEBUG_ZERO_VRAM = 0x1000,
RADV_DEBUG_SYNC_SHADERS = 0x2000,
};
enum {

View file

@ -413,6 +413,7 @@ static const struct debug_control radv_debug_options[] = {
{"spirv", RADV_DEBUG_DUMP_SPIRV},
{"vmfaults", RADV_DEBUG_VM_FAULTS},
{"zerovram", RADV_DEBUG_ZERO_VRAM},
{"syncshaders", RADV_DEBUG_SYNC_SHADERS},
{NULL, 0}
};