From: Kenneth Graunke Date: Fri, 23 Aug 2019 00:32:25 +0000 (-0700) Subject: intel: Increase Gen11 compute shader scratch IDs to 64. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b9e93db20896a436c716107dd0d12057b3aa9f72;p=mesa.git intel: Increase Gen11 compute shader scratch IDs to 64. From the MEDIA_VFE_STATE docs: "Starting with this configuration, the Maximum Number of Threads must be set to (#EU * 8) for GPGPU dispatches. Although there are only 7 threads per EU in the configuration, the FFTID is calculated as if there are 8 threads per EU, which in turn requires a larger amount of Scratch Space to be allocated by the driver." It's pretty clear that we need to increase this for scratch address calculations, because the FFTID has a certain bit-pattern. The quote above seems to indicate that we should increase the actual thread count programmed in MEDIA_VFE_STATE as well, but we think the intention is to only bump the scratch space. Fixes GPU hangs in Bioshock Infinite and Synmark's CSDof on Icelake 8x8. Fixes: 5ac804bd9ac ("intel: Add a preliminary device for Ice Lake") Reviewed-by: Matt Turner --- diff --git a/src/gallium/drivers/iris/iris_program.c b/src/gallium/drivers/iris/iris_program.c index 1b80af56328..ae701ec984d 100644 --- a/src/gallium/drivers/iris/iris_program.c +++ b/src/gallium/drivers/iris/iris_program.c @@ -1930,6 +1930,21 @@ iris_get_scratch_space(struct iris_context *ice, if (!*bop) { unsigned scratch_ids_per_subslice = devinfo->max_cs_threads; + + if (devinfo->gen >= 11) { + /* The MEDIA_VFE_STATE docs say: + * + * "Starting with this configuration, the Maximum Number of + * Threads must be set to (#EU * 8) for GPGPU dispatches. + * + * Although there are only 7 threads per EU in the configuration, + * the FFTID is calculated as if there are 8 threads per EU, + * which in turn requires a larger amount of Scratch Space to be + * allocated by the driver." + */ + scratch_ids_per_subslice = 8 * 8; + } + uint32_t max_threads[] = { [MESA_SHADER_VERTEX] = devinfo->max_vs_threads, [MESA_SHADER_TESS_CTRL] = devinfo->max_tcs_threads, diff --git a/src/intel/vulkan/anv_allocator.c b/src/intel/vulkan/anv_allocator.c index 62a527ed235..1f5495d56b2 100644 --- a/src/intel/vulkan/anv_allocator.c +++ b/src/intel/vulkan/anv_allocator.c @@ -1520,7 +1520,19 @@ anv_scratch_pool_alloc(struct anv_device *device, struct anv_scratch_pool *pool, const unsigned subslices = MAX2(physical_device->subslice_total, 1); unsigned scratch_ids_per_subslice; - if (devinfo->is_haswell) { + if (devinfo->gen >= 11) { + /* The MEDIA_VFE_STATE docs say: + * + * "Starting with this configuration, the Maximum Number of + * Threads must be set to (#EU * 8) for GPGPU dispatches. + * + * Although there are only 7 threads per EU in the configuration, + * the FFTID is calculated as if there are 8 threads per EU, + * which in turn requires a larger amount of Scratch Space to be + * allocated by the driver." + */ + scratch_ids_per_subslice = 8 * 8; + } else if (devinfo->is_haswell) { /* WaCSScratchSize:hsw * * Haswell's scratch space address calculation appears to be sparse diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c index 8d1d576b87d..16762fc661b 100644 --- a/src/mesa/drivers/dri/i965/brw_program.c +++ b/src/mesa/drivers/dri/i965/brw_program.c @@ -464,7 +464,19 @@ brw_alloc_stage_scratch(struct brw_context *brw, subslices = 4 * brw->screen->devinfo.num_slices; unsigned scratch_ids_per_subslice; - if (devinfo->is_haswell) { + if (devinfo->gen >= 11) { + /* The MEDIA_VFE_STATE docs say: + * + * "Starting with this configuration, the Maximum Number of + * Threads must be set to (#EU * 8) for GPGPU dispatches. + * + * Although there are only 7 threads per EU in the configuration, + * the FFTID is calculated as if there are 8 threads per EU, + * which in turn requires a larger amount of Scratch Space to be + * allocated by the driver." + */ + scratch_ids_per_subslice = 8 * 8; + } else if (devinfo->is_haswell) { /* WaCSScratchSize:hsw * * Haswell's scratch space address calculation appears to be sparse