wm.EarlyDepthStencilControl = EDSC_NORMAL;
}
-#if GEN_GEN >= 8
- /* Gen8 hardware tries to compute ThreadDispatchEnable for us but
- * doesn't take into account KillPixels when no depth or stencil
- * writes are enabled. In order for occlusion queries to work
- * correctly with no attachments, we need to force-enable PS thread
- * dispatch.
+#if GEN_GEN == 8
+ /* Gen8 and later hardware tries to compute ThreadDispatchEnable for
+ * us but doesn't take into account KillPixels when no depth or
+ * stencil writes are enabled. In order for occlusion queries to
+ * work correctly with no attachments, we need to force-enable PS
+ * thread dispatch.
*
* The BDW docs are pretty clear that that this bit isn't validated
* and probably shouldn't be used in production:
*
* Unfortunately, however, the other mechanism we have for doing this
* is 3DSTATE_PS_EXTRA::PixelShaderHasUAV which causes hangs on BDW.
- * Given two bad options, we choose the one which works.
+ * Given two bad options, we choose the one which works. On Skylake
+ * and later, setting ForceThreadDispatchEnable causes GPU hangs so
+ * we use the PixelShaderHasUAV mechanism there.
*/
if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
!has_color_buffer_write_enabled(pipeline, blend))
wm_prog_data->uses_kill;
#if GEN_GEN >= 9
+ /* Gen8 and later hardware tries to compute ThreadDispatchEnable for us
+ * but doesn't take into account KillPixels when no depth or stencil
+ * writes are enabled. In order for occlusion queries to work correctly
+ * with no attachments, we need to force-enable PS thread dispatch.
+ *
+ * The stricter cross-primitive coherency guarantees that the hardware
+ * gives us with the "Accesses UAV" bit set for at least one shader stage
+ * and the "UAV coherency required" bit set on the 3DPRIMITIVE command are
+ * redundant within the current image, atomic counter and SSBO GL and
+ * Vulkan APIs, which all have very loose ordering and coherency
+ * requirements and generally rely on the application to insert explicit
+ * barriers when a shader invocation is expected to see the memory
+ * writes performed by the invocations of some previous primitive.
+ * Regardless of the value of "UAV coherency required", the "Accesses
+ * UAV" bits will implicitly cause an in most cases useless DC flush
+ * when the lowermost stage with the bit set finishes execution.
+ *
+ * Unfortunately, however, the other mechanism we have for doing this is
+ * 3DSTATE_WM::ForceThreadDispatchEnable which causes GPU hangs on
+ * Skylake and later hardware. On Broadwell, however, setting this bit
+ * causes GPU hangs so we use ForceThreadDispatchEnable there.
+ */
+ if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
+ !has_color_buffer_write_enabled(pipeline, blend))
+ ps.PixelShaderHasUAV = true;
+
ps.PixelShaderComputesStencil = wm_prog_data->computed_stencil;
ps.PixelShaderPullsBary = wm_prog_data->pulls_bary;