On Tuesday, October 16, 2018 1:12:18 PM PDT Jason Ekstrand wrote:
> Suggested-by: Francisco Jerez <curroje...@riseup.net>
> ---
>  src/intel/blorp/blorp_genX_exec.h | 9 +++++++++
>  1 file changed, 9 insertions(+)
> 
> diff --git a/src/intel/blorp/blorp_genX_exec.h 
> b/src/intel/blorp/blorp_genX_exec.h
> index 50341ab0ecf..30025cf4deb 100644
> --- a/src/intel/blorp/blorp_genX_exec.h
> +++ b/src/intel/blorp/blorp_genX_exec.h
> @@ -1628,6 +1628,15 @@ blorp_emit_gen8_hiz_op(struct blorp_batch *batch,
>      */
>     blorp_emit_3dstate_multisample(batch, params);
>  
> +   /* According to the SKL PRM formula for WM_INT::ThreadDispatchEnable, the
> +    * 3DSTATE_WM::ForceThreadDispatchEnable field can force WM thread 
> dispatch
> +    * even when WM_HZ_OP is active.  However, WM thread dispatch is normal

is normally

> +    * disabled for HiZ ops and it appears that force-enabling it can lead to
> +    * GPU hangs on at least Skylake.  Since we don't know the current state 
> of
> +    * the 3DSTATE_WM packet, just emit a dummy one prior to 3DSTATE_WM_HZ_OP.
> +    */
> +   blorp_emit(batch, GENX(3DSTATE_WM), wm);
> +
>     /* If we can't alter the depth stencil config and multiple layers are
>      * involved, the HiZ op will fail. This is because the op requires that a
>      * new config is emitted for each additional layer.

Series is:
Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>

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