From 6c87a21497330a4640156c2e3cc7536754ac3931 Mon Sep 17 00:00:00 2001 From: Jason Ekstrand Date: Mon, 21 Nov 2016 20:17:24 -0800 Subject: anv/cmd_buffer: Handle running out of binding tables in compute shaders If we try to allocate a binding table and fail, we have to get a new binding table block, re-emit STATE_BASE_ADDRESS, and then try again. We already handle this correctly for 3D and blorp but it never got handled for CS. This fixes the new stress.lots-of-surface-state.cs.static crucible test. Reviewed-by: Lionel Landwerlin Reviewed-by: Jordan Justen Cc: "13.0" (cherry picked from commit 722ab3de9f0e30e1dfbbd2b5217330b85f53bcec) --- src/intel/vulkan/genX_cmd_buffer.c | 20 +++++++++++++++----- 1 file changed, 15 insertions(+), 5 deletions(-) (limited to 'src/intel/vulkan/genX_cmd_buffer.c') diff --git a/src/intel/vulkan/genX_cmd_buffer.c b/src/intel/vulkan/genX_cmd_buffer.c index 0645997..b844460 100644 --- a/src/intel/vulkan/genX_cmd_buffer.c +++ b/src/intel/vulkan/genX_cmd_buffer.c @@ -1343,12 +1343,22 @@ flush_compute_descriptor_set(struct anv_cmd_buffer *cmd_buffer) struct anv_state surfaces = { 0, }, samplers = { 0, }; VkResult result; - result = emit_samplers(cmd_buffer, MESA_SHADER_COMPUTE, &samplers); - if (result != VK_SUCCESS) - return result; result = emit_binding_table(cmd_buffer, MESA_SHADER_COMPUTE, &surfaces); - if (result != VK_SUCCESS) - return result; + if (result != VK_SUCCESS) { + result = anv_cmd_buffer_new_binding_table_block(cmd_buffer); + assert(result == VK_SUCCESS); + + /* Re-emit state base addresses so we get the new surface state base + * address before we start emitting binding tables etc. + */ + genX(cmd_buffer_emit_state_base_address)(cmd_buffer); + + result = emit_binding_table(cmd_buffer, MESA_SHADER_COMPUTE, &surfaces); + assert(result == VK_SUCCESS); + } + result = emit_samplers(cmd_buffer, MESA_SHADER_COMPUTE, &samplers); + assert(result == VK_SUCCESS); + struct anv_state push_state = anv_cmd_buffer_cs_push_constants(cmd_buffer); -- cgit v1.1