WD_SWITCH_ON_EOP seems to be the only workaround that fixes the GPU hangs with Yakuza and The Evil Within on Vega. I don't like as it might decrease geometry performance as pointed out by Marek, but I don't know how to implement a better one.
Cc: mesa-sta...@lists.freedesktop.org Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com> --- src/amd/vulkan/radv_pipeline.c | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c index 426b417e172..2256b2c58e9 100644 --- a/src/amd/vulkan/radv_pipeline.c +++ b/src/amd/vulkan/radv_pipeline.c @@ -3412,14 +3412,23 @@ radv_compute_ia_multi_vgt_param_helpers(struct radv_pipeline *pipeline, } /* Workaround for a VGT hang when strip primitive types are used with - * primitive restart. + * primitive restart. This fixes GPU hangs with Yakuza and The Evil + * Within, at least. Not sure if we can implement a better workaround. */ if (pipeline->graphics.prim_restart_enable && (prim == V_008958_DI_PT_LINESTRIP || prim == V_008958_DI_PT_TRISTRIP || prim == V_008958_DI_PT_LINESTRIP_ADJ || prim == V_008958_DI_PT_TRISTRIP_ADJ)) { - ia_multi_vgt_param.partial_vs_wave = true; + if (device->physical_device->rad_info.chip_class >= GFX9) { + /* XXX: This might decrease geometry performance by 2x, + * but this appears to be the only workaround that + * fixes the GPU hang. + */ + ia_multi_vgt_param.wd_switch_on_eop = true; + } else { + ia_multi_vgt_param.partial_vs_wave = true; + } } ia_multi_vgt_param.base = -- 2.19.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev