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Make sure unused ops and their references are removed, prior to entering
the GCM (global code motion) pass, to stop GCM from breaking the loop
logic and thus hanging the GPU.
Turns out, that sb has problems with loops and node optimizations
regarding associative folding:
- the global code motion (gcm) pass moves ops up a loop level/basic block
until they've fulfilled their total usage count
- if there are ops folded into others, the usage count won't be
fulfilled and thus the op moved way up to the top
- within GCM the op would be visited and their deps would be moved
alongside it, to fulfill the src constaints
- in a loop, an unused op is moved out of the loop and GCM would move
the src value ops up as well
- now here arises the problem: if the loop counter is one of the src
values it would get moved up as well, the loop break condition would
never get hit and the shader turn into an endless loop, resulting in the
GPU hanging and being reset
A reduced (albeit nonsense) piglit example would be:
[require]
GLSL >= 1.20
[fragment shader]
uniform int SIZE;
uniform vec4 lights[512];
void main()
{
float x = 0;
for(int i = 0; i < SIZE; i++)
x += lights[2*i+1].x;
}
[test]
uniform int SIZE 1
draw rect -1 -1 2 2
Which gets optimized to:
===== SHADER #12 OPT ================================== PS/BARTS/EVERGREEN =====
===== 42 dw ===== 1 gprs ===== 2 stack =========================================
ALU 3 @24
1 y: MOV R0.y, 0
t: MULLO_UINT R0.w, [0x00000002 2.8026e-45].x, R0.z
LOOP_START_DX10 @22
PUSH @6
ALU 1 @30 KC0[CB0:0-15]
2 M x: PRED_SETGE_INT __.x, R0.z, KC0[0].x
JUMP @14 POP:1
LOOP_BREAK @20
POP @14 POP:1
ALU 2 @32
3 x: ADD_INT R0.x, R0.w, [0x00000002 2.8026e-45].x
TEX 1 @36
VFETCH R0.x___, R0.x, RID:0 MFC:16 UCF:0 FMT[..]
ALU 1 @40
4 y: ADD R0.y, R0.y, R0.x
LOOP_END @4
EXPORT_DONE PIXEL 0 R0.____ EOP
===== SHADER_END ===============================================================
Notice R0.z being the loop counter/break condition relevant register
and being never incremented at all. Also some of the loop content
has been moved out of it, to fulfill the requirements for the one unused
op.
With a debug build of mesa this would produce an error like
error at : PRED_SETGE_INT __, __, EM.2, R1.x.2||FP@R0.z, C0.x
: operand value R1.x.2||FP@R0.z was not previously written to its gpr
and the compilation would fail due to this. On a release build it gets
passed to the GPU.
When using this patch, the loop remains intact:
===== SHADER #12 OPT ================================== PS/BARTS/EVERGREEN =====
===== 48 dw ===== 1 gprs ===== 2 stack =========================================
ALU 2 @24
1 y: MOV R0.y, 0
z: MOV R0.z, 0
LOOP_START_DX10 @22
PUSH @6
ALU 1 @28 KC0[CB0:0-15]
2 M x: PRED_SETGE_INT __.x, R0.z, KC0[0].x
JUMP @14 POP:1
LOOP_BREAK @20
POP @14 POP:1
ALU 4 @30
3 t: MULLO_UINT T0.x, [0x00000002 2.8026e-45].x, R0.z
4 x: ADD_INT R0.x, T0.x, [0x00000002 2.8026e-45].x
TEX 1 @40
VFETCH R0.x___, R0.x, RID:0 MFC:16 UCF:0 FMT[..]
ALU 2 @44
5 y: ADD R0.y, R0.y, R0.x
z: ADD_INT R0.z, R0.z, 1
LOOP_END @4
EXPORT_DONE PIXEL 0 R0.____ EOP
===== SHADER_END ===============================================================
Piglit: ./piglit summary console -d results/*_gpu_noglx
name: unpatched_gpu_noglx patched_gpu_noglx
---- ------------------- -----------------
pass: 18016 18021
fail: 748 743
crash: 7 7
skip: 1124 1124
timeout: 0 0
warn: 13 13
incomplete: 0 0
dmesg-warn: 0 0
dmesg-fail: 0 0
changes: 0 5
fixes: 0 5
regressions: 0 0
total: 19908 19908
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94900
Tested-by: Heiko Przybyl <lil_tux@web.de>
Tested-on: Barts PRO HD6850
Signed-off-by: Heiko Przybyl <lil_tux@web.de>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
|
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|---|---|---|
| bin | ||
| docs | ||
| doxygen | ||
| include | ||
| m4 | ||
| scons | ||
| scripts | ||
| src | ||
| .dir-locals.el | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| .mailmap | ||
| .travis.yml | ||
| Android.common.mk | ||
| Android.mk | ||
| appveyor.yml | ||
| autogen.sh | ||
| CleanSpec.mk | ||
| common.py | ||
| configure.ac | ||
| install-gallium-links.mk | ||
| install-lib-links.mk | ||
| Makefile.am | ||
| REVIEWERS | ||
| SConstruct | ||
| VERSION | ||
File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. - install python 2.7 - install scons (latest) - install mingw, flex, and bison - install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe - install git - download mesa from git see http://www.mesa3d.org/repository.html - run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.