intel: Increase Gen11 compute shader scratch IDs to 64.

From the MEDIA_VFE_STATE docs:

   "Starting with this configuration, the Maximum Number of Threads must
    be set to (#EU * 8) for GPGPU dispatches.

    Although there are only 7 threads per EU in the configuration, the
    FFTID is calculated as if there are 8 threads per EU, which in turn
    requires a larger amount of Scratch Space to be allocated by the
    driver."

It's pretty clear that we need to increase this for scratch address
calculations, because the FFTID has a certain bit-pattern.  The quote
above seems to indicate that we should increase the actual thread count
programmed in MEDIA_VFE_STATE as well, but we think the intention is to
only bump the scratch space.

Fixes GPU hangs in Bioshock Infinite and Synmark's CSDof on Icelake 8x8.

Fixes: 5ac804bd9a ("intel: Add a preliminary device for Ice Lake")
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Kenneth Graunke 2019-08-22 17:32:25 -07:00
parent 50c0dd8621
commit b9e93db208
3 changed files with 41 additions and 2 deletions

View File

@ -1930,6 +1930,21 @@ iris_get_scratch_space(struct iris_context *ice,
if (!*bop) {
unsigned scratch_ids_per_subslice = devinfo->max_cs_threads;
if (devinfo->gen >= 11) {
/* The MEDIA_VFE_STATE docs say:
*
* "Starting with this configuration, the Maximum Number of
* Threads must be set to (#EU * 8) for GPGPU dispatches.
*
* Although there are only 7 threads per EU in the configuration,
* the FFTID is calculated as if there are 8 threads per EU,
* which in turn requires a larger amount of Scratch Space to be
* allocated by the driver."
*/
scratch_ids_per_subslice = 8 * 8;
}
uint32_t max_threads[] = {
[MESA_SHADER_VERTEX] = devinfo->max_vs_threads,
[MESA_SHADER_TESS_CTRL] = devinfo->max_tcs_threads,

View File

@ -1520,7 +1520,19 @@ anv_scratch_pool_alloc(struct anv_device *device, struct anv_scratch_pool *pool,
const unsigned subslices = MAX2(physical_device->subslice_total, 1);
unsigned scratch_ids_per_subslice;
if (devinfo->is_haswell) {
if (devinfo->gen >= 11) {
/* The MEDIA_VFE_STATE docs say:
*
* "Starting with this configuration, the Maximum Number of
* Threads must be set to (#EU * 8) for GPGPU dispatches.
*
* Although there are only 7 threads per EU in the configuration,
* the FFTID is calculated as if there are 8 threads per EU,
* which in turn requires a larger amount of Scratch Space to be
* allocated by the driver."
*/
scratch_ids_per_subslice = 8 * 8;
} else if (devinfo->is_haswell) {
/* WaCSScratchSize:hsw
*
* Haswell's scratch space address calculation appears to be sparse

View File

@ -464,7 +464,19 @@ brw_alloc_stage_scratch(struct brw_context *brw,
subslices = 4 * brw->screen->devinfo.num_slices;
unsigned scratch_ids_per_subslice;
if (devinfo->is_haswell) {
if (devinfo->gen >= 11) {
/* The MEDIA_VFE_STATE docs say:
*
* "Starting with this configuration, the Maximum Number of
* Threads must be set to (#EU * 8) for GPGPU dispatches.
*
* Although there are only 7 threads per EU in the configuration,
* the FFTID is calculated as if there are 8 threads per EU,
* which in turn requires a larger amount of Scratch Space to be
* allocated by the driver."
*/
scratch_ids_per_subslice = 8 * 8;
} else if (devinfo->is_haswell) {
/* WaCSScratchSize:hsw
*
* Haswell's scratch space address calculation appears to be sparse