nvc0: invalidate textures/samplers on GK104+
Like Fermi, textures and samplers are aliased between 3D and compute, especially the TIC_FLUSH/TSC_FLUSH methods and we have to re-validate these resources when switching between the two pipelines. This fixes a GPU hang with Elemental (and most likely with other UE4 demos). Tested on GK107 and GM107. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> CC: <mesa-stable@lists.freedesktop.org>
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@ -605,13 +605,11 @@ void nvc0_validate_textures(struct nvc0_context *nvc0)
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PUSH_DATA (nvc0->base.pushbuf, 0);
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}
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if (nvc0->screen->base.class_3d < NVE4_3D_CLASS) {
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/* Invalidate all CP textures because they are aliased. */
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for (int i = 0; i < nvc0->num_textures[5]; i++)
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nouveau_bufctx_reset(nvc0->bufctx_3d, NVC0_BIND_CP_TEX(i));
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nvc0->textures_dirty[5] = ~0;
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nvc0->dirty_cp |= NVC0_NEW_CP_TEXTURES;
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}
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/* Invalidate all CP textures because they are aliased. */
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for (int i = 0; i < nvc0->num_textures[5]; i++)
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nouveau_bufctx_reset(nvc0->bufctx_3d, NVC0_BIND_CP_TEX(i));
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nvc0->textures_dirty[5] = ~0;
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nvc0->dirty_cp |= NVC0_NEW_CP_TEXTURES;
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}
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bool
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@ -716,11 +714,9 @@ void nvc0_validate_samplers(struct nvc0_context *nvc0)
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PUSH_DATA (nvc0->base.pushbuf, 0);
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}
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if (nvc0->screen->base.class_3d < NVE4_3D_CLASS) {
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/* Invalidate all CP samplers because they are aliased. */
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nvc0->samplers_dirty[5] = ~0;
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nvc0->dirty_cp |= NVC0_NEW_CP_SAMPLERS;
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}
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/* Invalidate all CP samplers because they are aliased. */
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nvc0->samplers_dirty[5] = ~0;
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nvc0->dirty_cp |= NVC0_NEW_CP_SAMPLERS;
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}
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/* Upload the "diagonal" entries for the possible texture sources ($t == $s).
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@ -304,7 +304,13 @@ nve4_compute_validate_samplers(struct nvc0_context *nvc0)
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BEGIN_NVC0(nvc0->base.pushbuf, NVE4_CP(TSC_FLUSH), 1);
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PUSH_DATA (nvc0->base.pushbuf, 0);
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}
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/* Invalidate all 3D samplers because they are aliased. */
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for (int s = 0; s < 5; s++)
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nvc0->samplers_dirty[s] = ~0;
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nvc0->dirty_3d |= NVC0_NEW_3D_SAMPLERS;
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}
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/* (Code duplicated at bottom for various non-convincing reasons.
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* E.g. we might want to use the COMPUTE subchannel to upload TIC/TSC
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* entries to avoid a subchannel switch.
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@ -754,6 +760,14 @@ nve4_compute_validate_textures(struct nvc0_context *nvc0)
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}
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nvc0->state.num_textures[s] = nvc0->num_textures[s];
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/* Invalidate all 3D textures because they are aliased. */
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for (int s = 0; s < 5; s++) {
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for (int i = 0; i < nvc0->num_textures[s]; i++)
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nouveau_bufctx_reset(nvc0->bufctx_3d, NVC0_BIND_3D_TEX(s, i));
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nvc0->textures_dirty[s] = ~0;
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}
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nvc0->dirty_3d |= NVC0_NEW_3D_TEXTURES;
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}
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