From 77c7b98ba5ea15b925331b50aec85b98e74816c9 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Mon, 23 Oct 2017 10:30:37 -0700 Subject: [PATCH] broadcom/vc5: Fix GPU hang with no vertex elements used by the VS. Like VC4, we need to at least have one element set up, but unlike VC4 it seems we don't need to read it to keep the HW happy. Fixes GPU hangs with glsl-no-vertex-attribs.shader_test. --- src/gallium/drivers/vc5/vc5_draw.c | 28 ++++++++++++++++++++++++---- 1 file changed, 24 insertions(+), 4 deletions(-) diff --git a/src/gallium/drivers/vc5/vc5_draw.c b/src/gallium/drivers/vc5/vc5_draw.c index 11d9e92a96b..02333ede5c5 100644 --- a/src/gallium/drivers/vc5/vc5_draw.c +++ b/src/gallium/drivers/vc5/vc5_draw.c @@ -147,10 +147,12 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5, &vc5->constbuf[PIPE_SHADER_VERTEX], &vc5->verttex); + /* See GFXH-930 workaround below */ + uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1); uint32_t shader_rec_offset = vc5_cl_ensure_space(&job->indirect, cl_packet_length(GL_SHADER_STATE_RECORD) + - vtx->num_elements * + num_elements_to_emit * cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD), 32); @@ -187,9 +189,9 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5, shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = true; shader.vertex_shader_has_separate_input_and_output_vpm_blocks = true; shader.coordinate_shader_input_vpm_segment_size = - vc5->prog.cs->prog_data.vs->vpm_input_size; + MAX2(vc5->prog.cs->prog_data.vs->vpm_input_size, 1); shader.vertex_shader_input_vpm_segment_size = - vc5->prog.vs->prog_data.vs->vpm_input_size; + MAX2(vc5->prog.vs->prog_data.vs->vpm_input_size, 1); shader.coordinate_shader_output_vpm_segment_size = vc5->prog.cs->prog_data.vs->vpm_output_size; @@ -240,9 +242,27 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5, cl_emit_prepacked(&job->indirect, &attr_packed); } + if (vtx->num_elements == 0) { + /* GFXH-930: At least one attribute must be enabled and read + * by CS and VS. If we have no attributes being consumed by + * the shader, set up a dummy to be loaded into the VPM. + */ + cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) { + /* Valid address of data whose value will be unused. */ + attr.address = cl_address(job->indirect.bo, 0); + + attr.type = ATTRIBUTE_FLOAT; + attr.stride = 0; + attr.vec_size = 1; + + attr.number_of_values_read_by_coordinate_shader = 1; + attr.number_of_values_read_by_vertex_shader = 1; + } + } + cl_emit(&job->bcl, GL_SHADER_STATE, state) { state.address = cl_address(job->indirect.bo, shader_rec_offset); - state.number_of_attribute_arrays = vtx->num_elements; + state.number_of_attribute_arrays = num_elements_to_emit; } vc5_bo_unreference(&cs_uniforms.bo); -- 2.30.2