diff options
author | Francisco Jerez <currojerez@riseup.net> | 2016-09-15 21:43:18 -0700 |
---|---|---|
committer | Francisco Jerez <currojerez@riseup.net> | 2016-09-21 13:45:46 +0300 |
commit | e5311ba1acba738346a18ef661b0f8bbc33bba8e (patch) | |
tree | b5141880285d30b8195f87a333c5d2ff131b645e | |
parent | c05a4f11a03dd5614a9462b5cb28e8b630bfddc0 (diff) |
i965/ir: Test thread dispatch packing assumptions.
Not [originally] intended for upstream. Should cause a GPU hang if
some thread is executed with a non-contiguous dispatch mask breaking
assumptions of brw_stage_has_packed_dispatch(). Doesn't cause any
CTS, DEQP or Piglit regressions, while replacing
brw_stage_has_packed_dispatch() with a dummy implementation that
unconditionally returns true on top of this patch causes multiple GPU
hangs.
v2: Refactor into a separate function instead of emitting the test
code directly from emit_nir_code(), drop VEC4 test and clean up
slightly for upstream. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_fs.cpp | 30 |
1 files changed, 30 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp index b60ec71888..1483f41de9 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp @@ -6786,3 +6786,33 @@ brw_compile_cs(const struct brw_compiler *compiler, void *log_data, return g.get_assembly(final_assembly_size); } + +/** + * Test the dispatch mask packing assumptions of + * brw_stage_has_packed_dispatch(). Call this from e.g. the top of + * fs_visitor::emit_nir_code() to cause a GPU hang if any shader invocation is + * executed with an unexpected dispatch mask. + */ +static UNUSED void +brw_fs_test_dispatch_packing(const fs_builder &bld) +{ + const gl_shader_stage stage = bld.shader->stage; + + if (brw_stage_has_packed_dispatch(bld.shader->devinfo, stage, + bld.shader->stage_prog_data)) { + const fs_builder ubld = bld.exec_all().group(1, 0); + const fs_reg tmp = component(bld.vgrf(BRW_REGISTER_TYPE_UD), 0); + const fs_reg mask = (stage == MESA_SHADER_FRAGMENT ? brw_vmask_reg() : + brw_dmask_reg()); + + ubld.ADD(tmp, mask, brw_imm_ud(1)); + ubld.AND(tmp, mask, tmp); + + /* This will loop forever if the dispatch mask doesn't have the expected + * form '2^n-1', in which case tmp will be non-zero. + */ + bld.emit(BRW_OPCODE_DO); + bld.CMP(bld.null_reg_ud(), tmp, brw_imm_ud(0), BRW_CONDITIONAL_NZ); + set_predicate(BRW_PREDICATE_NORMAL, bld.emit(BRW_OPCODE_WHILE)); + } +} |