i965: Implement proper workaround for Gen4 GPU CONSTANT_BUFFER hangs.

I finally managed to dig up some information on our mysterious GPU hangs.
A wiki page from the Crestline validation team mentions that they found
a GPU hang in "Serious Sam 2" (on Windows) with remarkably similar
conditions to the ones we've seen in Google Chrome and glmark2.

Apparently, if WM_STATE has "PS Use Source Depth" enabled, CC_STATE has
most depth state disabled, and you issue a CONSTANT_BUFFER command and
immediately draw, the depth interpolator makes a small mistake that
leads to hangs.

Most of the traces I looked at contained a CONSTANT_BUFFER packet
immediately followed by 3DPRIMITIVE, or at least very few packets.
It appears they also have "PS Use Source Depth" enabled - either at the
hang, or a little before it.  So I think this is our bug.

The workaround is to emit a non-pipelined state packet after issuing a
CONSTANT_BUFFER packet.  This is really similar to the workaround I
developed in commit c4fd0c9052.

v2: Fix word-wrapping issues.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Kenneth Graunke 2015-04-12 18:39:07 -07:00
parent 21d29124a7
commit f55ded764c

View file

@ -285,19 +285,6 @@ brw_upload_constant_buffer(struct brw_context *brw)
*/
emit:
/* Work around mysterious 965 hangs that appear to happen if you do
* two 3DPRIMITIVEs with only a CONSTANT_BUFFER inbetween. If we
* haven't already flushed for some other reason, explicitly do so.
*
* We've found no documented reason why this should be necessary.
*/
if (brw->gen == 4 && !brw->is_g4x &&
(brw->ctx.NewDriverState & (BRW_NEW_BATCH | BRW_NEW_PSP)) == 0) {
BEGIN_BATCH(1);
OUT_BATCH(MI_FLUSH);
ADVANCE_BATCH();
}
/* BRW_NEW_URB_FENCE: From the gen4 PRM, volume 1, section 3.9.8
* (CONSTANT_BUFFER (CURBE Load)):
*
@ -317,6 +304,31 @@ emit:
(brw->curbe.total_size - 1) + brw->curbe.curbe_offset);
}
ADVANCE_BATCH();
/* Work around a Broadwater/Crestline depth interpolator bug. The
* following sequence will cause GPU hangs:
*
* 1. Change state so that all depth related fields in CC_STATE are
* disabled, and in WM_STATE, only "PS Use Source Depth" is enabled.
* 2. Emit a CONSTANT_BUFFER packet.
* 3. Draw via 3DPRIMITIVE.
*
* The recommended workaround is to emit a non-pipelined state change after
* emitting CONSTANT_BUFFER, in order to drain the windowizer pipeline.
*
* We arbitrarily choose 3DSTATE_GLOBAL_DEPTH_CLAMP_OFFSET (as it's small),
* and always emit it when "PS Use Source Depth" is set. We could be more
* precise, but the additional complexity is probably not worth it.
*
* BRW_NEW_FRAGMENT_PROGRAM
*/
if (brw->gen == 4 && !brw->is_g4x &&
(brw->fragment_program->Base.InputsRead & (1 << VARYING_SLOT_POS))) {
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_GLOBAL_DEPTH_OFFSET_CLAMP << 16 | (2 - 2));
OUT_BATCH(0);
ADVANCE_BATCH();
}
}
const struct brw_tracked_state brw_constant_buffer = {
@ -324,6 +336,7 @@ const struct brw_tracked_state brw_constant_buffer = {
.mesa = _NEW_PROGRAM_CONSTANTS,
.brw = BRW_NEW_BATCH |
BRW_NEW_CURBE_OFFSETS |
BRW_NEW_FRAGMENT_PROGRAM |
BRW_NEW_FS_PROG_DATA |
BRW_NEW_PSP | /* Implicit - hardware requires this, not used above */
BRW_NEW_URB_FENCE |