radv: allocate larger shader memory slabs if needed

Fixes dEQP-VK.ssbo.phys.layout.random.16bit.scalar.13 hang with ACO
(features needed for the test are implemented in a later commit)

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4639>
This commit is contained in:
Rhys Perry 2020-04-14 20:15:46 +01:00 committed by Marge Bot
parent 51363bd475
commit 03568249f9
1 changed files with 2 additions and 2 deletions

View File

@ -641,7 +641,7 @@ radv_alloc_shader_memory(struct radv_device *device,
}
offset = align_u64(s->bo_offset + s->code_size, 256);
}
if (slab->size - offset >= shader->code_size) {
if (offset <= slab->size && slab->size - offset >= shader->code_size) {
shader->bo = slab->bo;
shader->bo_offset = offset;
list_addtail(&shader->slab_list, &slab->shaders);
@ -653,7 +653,7 @@ radv_alloc_shader_memory(struct radv_device *device,
mtx_unlock(&device->shader_slab_mutex);
struct radv_shader_slab *slab = calloc(1, sizeof(struct radv_shader_slab));
slab->size = 256 * 1024;
slab->size = MAX2(256 * 1024, shader->code_size);
slab->bo = device->ws->buffer_create(device->ws, slab->size, 256,
RADEON_DOMAIN_VRAM,
RADEON_FLAG_NO_INTERPROCESS_SHARING |