On 10/20/2012 10:02 PM, Kenneth Graunke wrote:
On 10/19/2012 02:11 PM, Ian Romanick wrote:
From: Ian Romanick <ian.d.roman...@intel.com>

This was introduced by commit 24db6d6 (cherry-picked from a683012).  The
original patch fixed potential GPU hangs on SNB, and it caused some
rendering regressions there.  The benefits outweigh the costs.

However, the work-around is not necessary for pre-SNB chipsets.
Applying the work-around there gives rendering regressions with no
benefit.  This patch disables the work-around on pre-SNB chipsets.

NOTE: This is a candidate for the 8.0 and 9.0 branches

Well.  The docs have always said:

"The 3 LSBs of both offsets must be zero to ensure correct alignment"
(G45 Vol 2 Page 280).

So not following that is always wrong, even on pre-Gen6.  But somehow,
it always seemed to work out...until we turned on HiZ.

I am OK with applying this to the 8.0 branch, as it restores the old
behavior that we shipped for ages, and shouldn't cause GPU hangs.  You
can add my Acked-by to that.

I can go along with that.

However, I am opposed to applying it to the 9.0 branch.  Eric has an
actual fix for depth rendering to small miplevels, and I'd rather see
that backported.  I don't know if it's landed yet though.

...which still needs some work. All of the ILK cases that fail before his series crash with it. :(

---
  src/mesa/drivers/dri/i965/brw_misc_state.c | 6 ++++--
  1 file changed, 4 insertions(+), 2 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_misc_state.c
b/src/mesa/drivers/dri/i965/brw_misc_state.c
index 6dfa08e..4799af2 100644
--- a/src/mesa/drivers/dri/i965/brw_misc_state.c
+++ b/src/mesa/drivers/dri/i965/brw_misc_state.c
@@ -413,8 +413,10 @@ static void emit_depthbuffer(struct brw_context
*brw)
         * tile_x and tile_y to 0.  This is a temporary workaround
until we come
         * up with a better solution.
         */
-      tile_x &= ~7;
-      tile_y &= ~7;
+      if (intel->gen >= 6) {
+         tile_x &= ~7;
+         tile_y &= ~7;
+      }

        BEGIN_BATCH(len);
        OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (len - 2));


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