This has a bit of a surprising effect:
For the render pipeline, the upload_sampler_state_table atom emits
3DSTATE_BINDING_TABLE_POINTERS_XS. It tries to avoid this for compute:
if (GEN_GEN >= 7 && stage_state->stage != MESA_SHADER_COMPUTE) {
/* Emit a 3DSTATE_SAMPLER_STATE_POINTERS_XS packet. */
genX(emit_sampler_state_pointers_xs)(brw, stage_state);
} ...
However, we were failing to initialize brw->cs.base.stage, so it was
left as 0 (MESA_SHADER_VERTEX), causing this condition to break. We
then emitted 3DSTATE_SAMPLER_STATE_POINTERS_VS in GPGPU mode, when
trying to upload CS samplers. Nothing good can come of this.
Found by inspection while debugging a GPU hang. Jordan believes this
helps the Deus Ex: Mankind Divided benchmark mode's stability when
running with shader cache.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
brw->tes.base.stage = MESA_SHADER_TESS_EVAL;
brw->gs.base.stage = MESA_SHADER_GEOMETRY;
brw->wm.base.stage = MESA_SHADER_FRAGMENT;
+ brw->cs.base.stage = MESA_SHADER_COMPUTE;
if (devinfo->gen >= 8) {
brw->vtbl.emit_depth_stencil_hiz = gen8_emit_depth_stencil_hiz;
} else if (devinfo->gen >= 7) {