Commit 72ac3047 authored by Matt Roper's avatar Matt Roper Committed by Rodrigo Vivi

drm/xe: Emit SVG state on RCS during driver load on DG2 and MTL

When recording the default LRC, the expectation is that the hardware's
original state settings (both register and instruction) will be written
out to the LRC upon first context switch.  For many 3DSTATE_* state
instructions that don't truly have "default" values, this translates to
a simple instruction header (opcodes + dword length) being written to
the LRC, followed by an appropriate number of blank dwords as a place
holder.  When userspace creates a context (which starts as a copy of the
default LRC), they'll generally emit real 3DSTATE_* as part of their
initialization to select the settings they desire.  If they don't emit
one of the 3DSTATE instructions, then the zeroed dwords that remain in
their LRC image generally translate to various state remaining disabled.
This will either be what userspace wants or will lead to very
reproducible and easily-debugged problems (rendering glitches, engine
hangs).

It turns out that a subset of the 3DSTATE instructions, specifically
those belonging to the SVG (State Variable - Global) unit, are not only
emitting 0's for the instruction's "body" dwords, but also for the
instruction header dword if no specific state has been explicitly set
before context switch.  This means that when the hardware switches to a
context that hasn't explicitly provided an appropriate state setting,
the hardware will just see a sequence of NOOPs in the spot reserved for
that 3DSTATE instruction while executing the LRC, and the actual
hardware state setting will unintentionally inherit the configuration
used by the previously running context.  Now when userspace makes a
mistake and forgets to emit an important state instruction they no
longer get consistent, easily-reproducible corruption/hangs, but rather
erratic behavior where the presence/absence of a problem depends on what
other workloads are running on the system and what order the contexts
are scheduled on the engine.

A specific example of this that came up recently related to mesh shading
The OpenGL driver was not specifically emitting a 3DSTATE_MESH_CONTROL
to disable mesh shading at context init, so on context switch, mesh
shading would either be on or off depending on what the previous context
had been doing.  Vulkan apps _were_ enabling mesh shading, so running a
Vulkan app and then context switching to an OpenGL app resulted in mesh
shading still unexpectedly being enabled during OpenGL operation, and
since other Mesh-related state was not properly initialized for that
context a GPU hang was seen.  Due to the specific ordering requirements
(Vulkan app runs first, followed by OpenGL app), it took additional
debug effort to track down the cause of the problem.

There are various workarounds related to this behavior, with current
implementations handled in the userspace drivers.  E.g., Wa_14019789679
and Wa_22018402687.  However it's been suggested that the kernel driver
can help simplify things here by emitting zeroed SVG state with proper
instruction headers as part of our default context creation (i.e., at
the same point we apply LRC workarounds).  This will help ensure that
any future cases where a userspace driver does not emit an important
state setting will result in consistent behavior.

Bspec: 46261
Reviewed-by: default avatarBalasubramani Vivekanandan <balasubramani.vivekanandan@intel.com>
Link: https://lore.kernel.org/r/20231025151732.3461842-7-matthew.d.roper@intel.comSigned-off-by: default avatarMatt Roper <matthew.d.roper@intel.com>
Signed-off-by: default avatarRodrigo Vivi <rodrigo.vivi@intel.com>
parent b1543a49
......@@ -57,34 +57,84 @@
#define CMD_3DSTATE_STENCIL_BUFFER GFXPIPE_3D_CMD(0x0, 0x6)
#define CMD_3DSTATE_HIER_DEPTH_BUFFER GFXPIPE_3D_CMD(0x0, 0x7)
#define CMD_3DSTATE_VERTEX_BUFFERS GFXPIPE_3D_CMD(0x0, 0x8)
#define CMD_3DSTATE_VERTEX_ELEMENTS GFXPIPE_3D_CMD(0x0, 0x9)
#define CMD_3DSTATE_INDEX_BUFFER GFXPIPE_3D_CMD(0x0, 0xA)
#define CMD_3DSTATE_VF GFXPIPE_3D_CMD(0x0, 0xC)
#define CMD_3DSTATE_MULTISAMPLE GFXPIPE_3D_CMD(0x0, 0xD)
#define CMD_3DSTATE_CC_STATE_POINTERS GFXPIPE_3D_CMD(0x0, 0xE)
#define CMD_3DSTATE_SCISSOR_STATE_POINTERS GFXPIPE_3D_CMD(0x0, 0xF)
#define CMD_3DSTATE_VS GFXPIPE_3D_CMD(0x0, 0x10)
#define CMD_3DSTATE_GS GFXPIPE_3D_CMD(0x0, 0x11)
#define CMD_3DSTATE_CLIP GFXPIPE_3D_CMD(0x0, 0x12)
#define CMD_3DSTATE_SF GFXPIPE_3D_CMD(0x0, 0x13)
#define CMD_3DSTATE_WM GFXPIPE_3D_CMD(0x0, 0x14)
#define CMD_3DSTATE_CONSTANT_VS GFXPIPE_3D_CMD(0x0, 0x15)
#define CMD_3DSTATE_CONSTANT_GS GFXPIPE_3D_CMD(0x0, 0x16)
#define CMD_3DSTATE_SAMPLE_MASK GFXPIPE_3D_CMD(0x0, 0x18)
#define CMD_3DSTATE_CONSTANT_HS GFXPIPE_3D_CMD(0x0, 0x19)
#define CMD_3DSTATE_CONSTANT_DS GFXPIPE_3D_CMD(0x0, 0x1A)
#define CMD_3DSTATE_HS GFXPIPE_3D_CMD(0x0, 0x1B)
#define CMD_3DSTATE_TE GFXPIPE_3D_CMD(0x0, 0x1C)
#define CMD_3DSTATE_DS GFXPIPE_3D_CMD(0x0, 0x1D)
#define CMD_3DSTATE_STREAMOUT GFXPIPE_3D_CMD(0x0, 0x1E)
#define CMD_3DSTATE_SBE GFXPIPE_3D_CMD(0x0, 0x1F)
#define CMD_3DSTATE_PS GFXPIPE_3D_CMD(0x0, 0x20)
#define CMD_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP GFXPIPE_3D_CMD(0x0, 0x21)
#define CMD_3DSTATE_CPS_POINTERS GFXPIPE_3D_CMD(0x0, 0x22)
#define CMD_3DSTATE_VIEWPORT_STATE_POINTERS_CC GFXPIPE_3D_CMD(0x0, 0x23)
#define CMD_3DSTATE_BLEND_STATE_POINTERS GFXPIPE_3D_CMD(0x0, 0x24)
#define CMD_3DSTATE_BINDING_TABLE_POINTERS_VS GFXPIPE_3D_CMD(0x0, 0x26)
#define CMD_3DSTATE_BINDING_TABLE_POINTERS_HS GFXPIPE_3D_CMD(0x0, 0x27)
#define CMD_3DSTATE_BINDING_TABLE_POINTERS_DS GFXPIPE_3D_CMD(0x0, 0x28)
#define CMD_3DSTATE_BINDING_TABLE_POINTERS_GS GFXPIPE_3D_CMD(0x0, 0x29)
#define CMD_3DSTATE_BINDING_TABLE_POINTERS_PS GFXPIPE_3D_CMD(0x0, 0x2A)
#define CMD_3DSTATE_SAMPLER_STATE_POINTERS_VS GFXPIPE_3D_CMD(0x0, 0x2B)
#define CMD_3DSTATE_SAMPLER_STATE_POINTERS_HS GFXPIPE_3D_CMD(0x0, 0x2C)
#define CMD_3DSTATE_SAMPLER_STATE_POINTERS_DS GFXPIPE_3D_CMD(0x0, 0x2D)
#define CMD_3DSTATE_SAMPLER_STATE_POINTERS_GS GFXPIPE_3D_CMD(0x0, 0x2E)
#define CMD_3DSTATE_SAMPLER_STATE_POINTERS_PS GFXPIPE_3D_CMD(0x0, 0x2F)
#define CMD_3DSTATE_VF_INSTANCING GFXPIPE_3D_CMD(0x0, 0x49)
#define CMD_3DSTATE_VF_SGVS GFXPIPE_3D_CMD(0x0, 0x4A)
#define CMD_3DSTATE_VF_TOPOLOGY GFXPIPE_3D_CMD(0x0, 0x4B)
#define CMD_3DSTATE_WM_CHROMAKEY GFXPIPE_3D_CMD(0x0, 0x4C)
#define CMD_3DSTATE_PS_BLEND GFXPIPE_3D_CMD(0x0, 0x4D)
#define CMD_3DSTATE_WM_DEPTH_STENCIL GFXPIPE_3D_CMD(0x0, 0x4E)
#define CMD_3DSTATE_PS_EXTRA GFXPIPE_3D_CMD(0x0, 0x4F)
#define CMD_3DSTATE_RASTER GFXPIPE_3D_CMD(0x0, 0x50)
#define CMD_3DSTATE_SBE_SWIZ GFXPIPE_3D_CMD(0x0, 0x51)
#define CMD_3DSTATE_WM_HZ_OP GFXPIPE_3D_CMD(0x0, 0x52)
#define CMD_3DSTATE_VF_COMPONENT_PACKING GFXPIPE_3D_CMD(0x0, 0x55)
#define CMD_3DSTATE_VF_SGVS_2 GFXPIPE_3D_CMD(0x0, 0x56)
#define CMD_3DSTATE_VFG GFXPIPE_3D_CMD(0x0, 0x57)
#define CMD_3DSTATE_URB_ALLOC_VS GFXPIPE_3D_CMD(0x0, 0x58)
#define CMD_3DSTATE_URB_ALLOC_HS GFXPIPE_3D_CMD(0x0, 0x59)
#define CMD_3DSTATE_URB_ALLOC_DS GFXPIPE_3D_CMD(0x0, 0x5A)
#define CMD_3DSTATE_URB_ALLOC_GS GFXPIPE_3D_CMD(0x0, 0x5B)
#define CMD_3DSTATE_SO_BUFFER_INDEX_0 GFXPIPE_3D_CMD(0x0, 0x60)
#define CMD_3DSTATE_SO_BUFFER_INDEX_1 GFXPIPE_3D_CMD(0x0, 0x61)
#define CMD_3DSTATE_SO_BUFFER_INDEX_2 GFXPIPE_3D_CMD(0x0, 0x62)
#define CMD_3DSTATE_SO_BUFFER_INDEX_3 GFXPIPE_3D_CMD(0x0, 0x63)
#define CMD_3DSTATE_PRIMITIVE_REPLICATION GFXPIPE_3D_CMD(0x0, 0x6C)
#define CMD_3DSTATE_TBIMR_TILE_PASS_INFO GFXPIPE_3D_CMD(0x0, 0x6E)
#define CMD_3DSTATE_AMFS GFXPIPE_3D_CMD(0x0, 0x6F)
#define CMD_3DSTATE_DEPTH_BOUNDS GFXPIPE_3D_CMD(0x0, 0x71)
#define CMD_3DSTATE_AMFS_TEXTURE_POINTERS GFXPIPE_3D_CMD(0x0, 0x72)
#define CMD_3DSTATE_CONSTANT_TS_POINTER GFXPIPE_3D_CMD(0x0, 0x73)
#define CMD_3DSTATE_MESH_CONTROL GFXPIPE_3D_CMD(0x0, 0x77)
#define CMD_3DSTATE_MESH_DISTRIB GFXPIPE_3D_CMD(0x0, 0x78)
#define CMD_3DSTATE_TASK_REDISTRIB GFXPIPE_3D_CMD(0x0, 0x79)
#define CMD_3DSTATE_MESH_SHADER GFXPIPE_3D_CMD(0x0, 0x7A)
#define CMD_3DSTATE_MESH_SHADER_DATA GFXPIPE_3D_CMD(0x0, 0x7B)
#define CMD_3DSTATE_TASK_CONTROL GFXPIPE_3D_CMD(0x0, 0x7C)
#define CMD_3DSTATE_TASK_SHADER GFXPIPE_3D_CMD(0x0, 0x7D)
#define CMD_3DSTATE_TASK_SHADER_DATA GFXPIPE_3D_CMD(0x0, 0x7E)
#define CMD_3DSTATE_URB_ALLOC_MESH GFXPIPE_3D_CMD(0x0, 0x7F)
#define CMD_3DSTATE_URB_ALLOC_TASK GFXPIPE_3D_CMD(0x0, 0x80)
#define CMD_3DSTATE_CLIP_MESH GFXPIPE_3D_CMD(0x0, 0x81)
#define CMD_3DSTATE_SBE_MESH GFXPIPE_3D_CMD(0x0, 0x82)
#define CMD_3DSTATE_CPSIZE_CONTROL_BUFFER GFXPIPE_3D_CMD(0x0, 0x83)
#define CMD_3DSTATE_DRAWING_RECTANGLE GFXPIPE_3D_CMD(0x1, 0x0)
#define CMD_3DSTATE_CHROMA_KEY GFXPIPE_3D_CMD(0x1, 0x4)
#define CMD_3DSTATE_POLY_STIPPLE_OFFSET GFXPIPE_3D_CMD(0x1, 0x6)
#define CMD_3DSTATE_POLY_STIPPLE_PATTERN GFXPIPE_3D_CMD(0x1, 0x7)
......@@ -98,6 +148,7 @@
#define CMD_3DSTATE_PUSH_CONSTANT_ALLOC_PS GFXPIPE_3D_CMD(0x1, 0x16)
#define CMD_3DSTATE_SO_DECL_LIST GFXPIPE_3D_CMD(0x1, 0x17)
#define CMD_3DSTATE_SO_DECL_LIST_DW_LEN REG_GENMASK(8, 0)
#define CMD_3DSTATE_SO_BUFFER GFXPIPE_3D_CMD(0x1, 0x18)
#define CMD_3DSTATE_BINDING_TABLE_POOL_ALLOC GFXPIPE_3D_CMD(0x1, 0x19)
#define CMD_3DSTATE_SAMPLE_PATTERN GFXPIPE_3D_CMD(0x1, 0x1C)
#define CMD_3DSTATE_3D_MODE GFXPIPE_3D_CMD(0x1, 0x1E)
......
......@@ -10,6 +10,7 @@
#include <drm/drm_managed.h>
#include <drm/xe_drm.h>
#include "instructions/xe_gfxpipe_commands.h"
#include "instructions/xe_mi_commands.h"
#include "regs/xe_gt_regs.h"
#include "xe_assert.h"
......
......@@ -1020,34 +1020,84 @@ static int dump_gfxpipe_command(struct drm_printer *p,
MATCH3D(3DSTATE_STENCIL_BUFFER);
MATCH3D(3DSTATE_HIER_DEPTH_BUFFER);
MATCH3D(3DSTATE_VERTEX_BUFFERS);
MATCH3D(3DSTATE_VERTEX_ELEMENTS);
MATCH3D(3DSTATE_INDEX_BUFFER);
MATCH3D(3DSTATE_VF);
MATCH3D(3DSTATE_MULTISAMPLE);
MATCH3D(3DSTATE_CC_STATE_POINTERS);
MATCH3D(3DSTATE_SCISSOR_STATE_POINTERS);
MATCH3D(3DSTATE_VS);
MATCH3D(3DSTATE_GS);
MATCH3D(3DSTATE_CLIP);
MATCH3D(3DSTATE_SF);
MATCH3D(3DSTATE_WM);
MATCH3D(3DSTATE_CONSTANT_VS);
MATCH3D(3DSTATE_CONSTANT_GS);
MATCH3D(3DSTATE_SAMPLE_MASK);
MATCH3D(3DSTATE_CONSTANT_HS);
MATCH3D(3DSTATE_CONSTANT_DS);
MATCH3D(3DSTATE_HS);
MATCH3D(3DSTATE_TE);
MATCH3D(3DSTATE_DS);
MATCH3D(3DSTATE_STREAMOUT);
MATCH3D(3DSTATE_SBE);
MATCH3D(3DSTATE_PS);
MATCH3D(3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP);
MATCH3D(3DSTATE_CPS_POINTERS);
MATCH3D(3DSTATE_VIEWPORT_STATE_POINTERS_CC);
MATCH3D(3DSTATE_BLEND_STATE_POINTERS);
MATCH3D(3DSTATE_BINDING_TABLE_POINTERS_VS);
MATCH3D(3DSTATE_BINDING_TABLE_POINTERS_HS);
MATCH3D(3DSTATE_BINDING_TABLE_POINTERS_DS);
MATCH3D(3DSTATE_BINDING_TABLE_POINTERS_GS);
MATCH3D(3DSTATE_BINDING_TABLE_POINTERS_PS);
MATCH3D(3DSTATE_SAMPLER_STATE_POINTERS_VS);
MATCH3D(3DSTATE_SAMPLER_STATE_POINTERS_HS);
MATCH3D(3DSTATE_SAMPLER_STATE_POINTERS_DS);
MATCH3D(3DSTATE_SAMPLER_STATE_POINTERS_GS);
MATCH3D(3DSTATE_SAMPLER_STATE_POINTERS_PS);
MATCH3D(3DSTATE_VF_INSTANCING);
MATCH3D(3DSTATE_VF_SGVS);
MATCH3D(3DSTATE_VF_TOPOLOGY);
MATCH3D(3DSTATE_WM_CHROMAKEY);
MATCH3D(3DSTATE_PS_BLEND);
MATCH3D(3DSTATE_WM_DEPTH_STENCIL);
MATCH3D(3DSTATE_PS_EXTRA);
MATCH3D(3DSTATE_RASTER);
MATCH3D(3DSTATE_SBE_SWIZ);
MATCH3D(3DSTATE_WM_HZ_OP);
MATCH3D(3DSTATE_VF_COMPONENT_PACKING);
MATCH3D(3DSTATE_VF_SGVS_2);
MATCH3D(3DSTATE_VFG);
MATCH3D(3DSTATE_URB_ALLOC_VS);
MATCH3D(3DSTATE_URB_ALLOC_HS);
MATCH3D(3DSTATE_URB_ALLOC_DS);
MATCH3D(3DSTATE_URB_ALLOC_GS);
MATCH3D(3DSTATE_SO_BUFFER_INDEX_0);
MATCH3D(3DSTATE_SO_BUFFER_INDEX_1);
MATCH3D(3DSTATE_SO_BUFFER_INDEX_2);
MATCH3D(3DSTATE_SO_BUFFER_INDEX_3);
MATCH3D(3DSTATE_PRIMITIVE_REPLICATION);
MATCH3D(3DSTATE_TBIMR_TILE_PASS_INFO);
MATCH3D(3DSTATE_AMFS);
MATCH3D(3DSTATE_DEPTH_BOUNDS);
MATCH3D(3DSTATE_AMFS_TEXTURE_POINTERS);
MATCH3D(3DSTATE_CONSTANT_TS_POINTER);
MATCH3D(3DSTATE_MESH_CONTROL);
MATCH3D(3DSTATE_MESH_DISTRIB);
MATCH3D(3DSTATE_TASK_REDISTRIB);
MATCH3D(3DSTATE_MESH_SHADER);
MATCH3D(3DSTATE_MESH_SHADER_DATA);
MATCH3D(3DSTATE_TASK_CONTROL);
MATCH3D(3DSTATE_TASK_SHADER);
MATCH3D(3DSTATE_TASK_SHADER_DATA);
MATCH3D(3DSTATE_URB_ALLOC_MESH);
MATCH3D(3DSTATE_URB_ALLOC_TASK);
MATCH3D(3DSTATE_CLIP_MESH);
MATCH3D(3DSTATE_SBE_MESH);
MATCH3D(3DSTATE_CPSIZE_CONTROL_BUFFER);
MATCH3D(3DSTATE_DRAWING_RECTANGLE);
MATCH3D(3DSTATE_CHROMA_KEY);
MATCH3D(3DSTATE_POLY_STIPPLE_OFFSET);
MATCH3D(3DSTATE_POLY_STIPPLE_PATTERN);
......@@ -1060,6 +1110,7 @@ static int dump_gfxpipe_command(struct drm_printer *p,
MATCH3D(3DSTATE_PUSH_CONSTANT_ALLOC_GS);
MATCH3D(3DSTATE_PUSH_CONSTANT_ALLOC_PS);
MATCH3D(3DSTATE_SO_DECL_LIST);
MATCH3D(3DSTATE_SO_BUFFER);
MATCH3D(3DSTATE_BINDING_TABLE_POOL_ALLOC);
MATCH3D(3DSTATE_SAMPLE_PATTERN);
MATCH3D(3DSTATE_3D_MODE);
......@@ -1115,6 +1166,59 @@ struct instr_state {
u16 num_dw;
};
static const struct instr_state xe_hpg_svg_state[] = {
{ .instr = CMD_3DSTATE_CONSTANT_VS, .num_dw = 11 },
{ .instr = CMD_3DSTATE_CONSTANT_HS, .num_dw = 11 },
{ .instr = CMD_3DSTATE_CONSTANT_DS, .num_dw = 11 },
{ .instr = CMD_3DSTATE_CONSTANT_GS, .num_dw = 11 },
{ .instr = CMD_3DSTATE_VERTEX_ELEMENTS, .num_dw = 69 },
{ .instr = CMD_3DSTATE_VF_COMPONENT_PACKING, .num_dw = 5 },
{ .instr = CMD_3DSTATE_VF_SGVS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_VF_SGVS_2, .num_dw = 3 },
{ .instr = CMD_3DSTATE_VS, .num_dw = 9 },
{ .instr = CMD_3DSTATE_BINDING_TABLE_POINTERS_VS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_SAMPLER_STATE_POINTERS_VS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_URB_ALLOC_VS, .num_dw = 3 },
{ .instr = CMD_3DSTATE_STREAMOUT, .num_dw = 5 },
{ .instr = CMD_3DSTATE_SO_BUFFER_INDEX_0, .num_dw = 8 },
{ .instr = CMD_3DSTATE_SO_BUFFER_INDEX_1, .num_dw = 8 },
{ .instr = CMD_3DSTATE_SO_BUFFER_INDEX_2, .num_dw = 8 },
{ .instr = CMD_3DSTATE_SO_BUFFER_INDEX_3, .num_dw = 8 },
{ .instr = CMD_3DSTATE_CLIP, .num_dw = 4 },
{ .instr = CMD_3DSTATE_PRIMITIVE_REPLICATION, .num_dw = 6 },
{ .instr = CMD_3DSTATE_CLIP_MESH, .num_dw = 2 },
{ .instr = CMD_3DSTATE_SF, .num_dw = 4 },
{ .instr = CMD_3DSTATE_SCISSOR_STATE_POINTERS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP, .num_dw = 2 },
{ .instr = CMD_3DSTATE_RASTER, .num_dw = 5 },
{ .instr = CMD_3DSTATE_TBIMR_TILE_PASS_INFO, .num_dw = 4 },
{ .instr = CMD_3DSTATE_WM_HZ_OP, .num_dw = 6 },
{ .instr = CMD_3DSTATE_MULTISAMPLE, .num_dw = 2 },
{ .instr = CMD_3DSTATE_HS, .num_dw = 9 },
{ .instr = CMD_3DSTATE_BINDING_TABLE_POINTERS_HS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_SAMPLER_STATE_POINTERS_HS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_URB_ALLOC_HS, .num_dw = 3 },
{ .instr = CMD_3DSTATE_TASK_CONTROL, .num_dw = 3 },
{ .instr = CMD_3DSTATE_TASK_SHADER, .num_dw = 7 },
{ .instr = CMD_3DSTATE_TASK_SHADER_DATA, .num_dw = 10 },
{ .instr = CMD_3DSTATE_URB_ALLOC_TASK, .num_dw = 3 },
{ .instr = CMD_3DSTATE_TE, .num_dw = 5 },
{ .instr = CMD_3DSTATE_TASK_REDISTRIB, .num_dw = 2 },
{ .instr = CMD_3DSTATE_DS, .num_dw = 11 },
{ .instr = CMD_3DSTATE_BINDING_TABLE_POINTERS_DS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_SAMPLER_STATE_POINTERS_DS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_URB_ALLOC_DS, .num_dw = 3 },
{ .instr = CMD_3DSTATE_GS, .num_dw = 10 },
{ .instr = CMD_3DSTATE_BINDING_TABLE_POINTERS_GS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_SAMPLER_STATE_POINTERS_GS, .num_dw = 2 },
{ .instr = CMD_3DSTATE_URB_ALLOC_GS, .num_dw = 3 },
{ .instr = CMD_3DSTATE_MESH_CONTROL, .num_dw = 3 },
{ .instr = CMD_3DSTATE_MESH_SHADER_DATA, .num_dw = 10 },
{ .instr = CMD_3DSTATE_URB_ALLOC_MESH, .num_dw = 3 },
{ .instr = CMD_3DSTATE_MESH_SHADER, .num_dw = 8 },
{ .instr = CMD_3DSTATE_DRAWING_RECTANGLE, .num_dw = 4 },
};
void xe_lrc_emit_hwe_state_instructions(struct xe_exec_queue *q, struct xe_bb *bb)
{
struct xe_gt *gt = q->hwe->gt;
......@@ -1130,6 +1234,12 @@ void xe_lrc_emit_hwe_state_instructions(struct xe_exec_queue *q, struct xe_bb *b
return;
switch (GRAPHICS_VERx100(xe)) {
case 1255:
case 1270:
case 1271:
state_table = xe_hpg_svg_state;
state_table_size = ARRAY_SIZE(xe_hpg_svg_state);
break;
default:
xe_gt_dbg(gt, "No non-register state to emit on graphics ver %d.%02d\n",
GRAPHICS_VER(xe), GRAPHICS_VERx100(xe) % 100);
......@@ -1152,4 +1262,3 @@ void xe_lrc_emit_hwe_state_instructions(struct xe_exec_queue *q, struct xe_bb *b
bb->len += num_dw;
}
}
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