anv/cmd_buffer: Handle running out of binding tables in compute shaders
authorJason Ekstrand <jason.ekstrand@intel.com>
Tue, 22 Nov 2016 04:17:24 +0000 (20:17 -0800)
committerJason Ekstrand <jason.ekstrand@intel.com>
Tue, 22 Nov 2016 16:06:33 +0000 (08:06 -0800)
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 <lionel.g.landwerlin@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
src/intel/vulkan/genX_cmd_buffer.c

index fff0ba0..86d7c25 100644 (file)
@@ -1512,12 +1512,22 @@ 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);