Using dispatch mask cause hangs waiting PS Done on some cases like bug #83207,
with larger screen or when scaling it.

Also mesa uses VMask instead of Dmask for 3DSTATE_PS because in some cases
they were getting incorrect derivatives for subspans.

Reference: https://bugs.freedesktop.org/show_bug.cgi?id=83207
Cc: Timo Aaltonen <tjaal...@ubuntu.com>
Cc: Gary Wang <gary.c.w...@intel.com>
Signed-off-by: Rodrigo Vivi <rodrigo.v...@intel.com>
---
 src/sna/gen8_render.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/sna/gen8_render.c b/src/sna/gen8_render.c
index d375753..ac22808 100644
--- a/src/sna/gen8_render.c
+++ b/src/sna/gen8_render.c
@@ -954,7 +954,7 @@ gen8_emit_wm(struct sna *sna, int kernel)
        OUT_BATCH(GEN8_3DSTATE_PS | (12 - 2));
        OUT_BATCH64(kernels[0] ?: kernels[1] ?: kernels[2]);
        OUT_BATCH(1 << PS_SAMPLER_COUNT_SHIFT |
-                 //PS_VECTOR_MASK_ENABLE |
+                 PS_VECTOR_MASK_ENABLE |
                  wm_kernels[kernel].num_surfaces << 
PS_BINDING_TABLE_ENTRY_COUNT_SHIFT);
        OUT_BATCH64(0); /* scratch address */
        OUT_BATCH(PS_MAX_THREADS |
-- 
1.9.3

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