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tu: Align GMEM resolve blit scissor

Connor Abbott requested to merge cwabbott0/mesa:tu-blit-scissor-fix into master

Even though we normally use the CP_BLIT path with resolves that aren't aligned, there's a special case when we're resolving the entire image and there's enough padding so that we can still use CP_EVENT_WRITE::BLIT when the render area isn't aligned. The hardware seems to not like unaligned scissors when not clearing, and sometimes hangs rather than silently round the scissor. This causes hangs in e.g. dEQP-VK.glsl.derivate.dfdx.texture.msaa4.float_highp.

There was some concern that the CP_BLIT path might use this scissor also, but I confirmed that this isn't the case by setting it to 0 before resolving and then noting that CP_BLIT still works (but CP_EVENT_WRITE doesn't). Furthermore, this is actually impossible because of how the 2D engine is set up: it gets its own pair of register banks, which can be switched independently of the 3D register banks, so that 2D events (CP_BLIT) normally aren't synchronized relative to 3D events (CP_EVENT_WRITE, CP_DRAW_*, and CP_EXEC_CS) and therefore they can't share any registers except for non-pipelined registers like RB_CCU_CNTL that don't use the register bank mechanism at all.

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