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Author SHA1 Message Date
Matt Roper
b9b7db4908 drm/xe: Add LRC parsing for more GPU instructions
The LRCs on some of our newer platforms appear to contain a few GPU
instructions that weren't handled in our LRC parser.  Add the relevant
instruction names and opcodes so that our debugfs LRC dumps will
properly indicate what these are.

Bspec: 55866, 64848, 46931
Signed-off-by: Matt Roper <matthew.d.roper@intel.com>
Reviewed-by: Ravi Kumar Vodapalli <ravi.kumar.vodapalli@intel.com>
Link: https://patchwork.freedesktop.org/patch/msgid/20240222184009.6857-2-matthew.d.roper@intel.com
2024-02-29 12:39:16 -08:00
Matt Roper
fb24b858a2 drm/xe/xe2: Update SVG state handling
As with DG2/MTL, Xe2 also fails to emit instruction headers for SVG
state instructions if no explicit state has been set.  The SVG part of
the LRC is nearly identical to DG2/MTL; the only change is that
3DSTATE_DRAWING_RECTANGLE has been replaced by
3DSTATE_DRAWING_RECTANGLE_FAST, so we can just re-use the same state
table and handle that single instruction when we encounter it.

Bspec: 65182
Reviewed-by: Balasubramani Vivekanandan <balasubramani.vivekanandan@intel.com>
Link: https://lore.kernel.org/r/20231025151732.3461842-8-matthew.d.roper@intel.com
Signed-off-by: Matt Roper <matthew.d.roper@intel.com>
Signed-off-by: Rodrigo Vivi <rodrigo.vivi@intel.com>
2023-12-21 11:43:22 -05:00
Matt Roper
72ac304769 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: Balasubramani Vivekanandan <balasubramani.vivekanandan@intel.com>
Link: https://lore.kernel.org/r/20231025151732.3461842-7-matthew.d.roper@intel.com
Signed-off-by: Matt Roper <matthew.d.roper@intel.com>
Signed-off-by: Rodrigo Vivi <rodrigo.vivi@intel.com>
2023-12-21 11:43:22 -05:00
Matt Roper
6de492ae5f drm/xe/debugfs: Include GFXPIPE commands in LRC dump
RCS and CCS engines include several non-register gfxpipe commands in
their LRC images.  Include these in the dump output so that we can see
exactly what's inside the context snapshot.

v2:
 - Include raw instruction header in output
 - Add 3DSTATE_AMFS_TEXTURE_POINTERS and 3DSTATE_MONOFILTER_SIZE.  The
   first was supposed to be removed in Xe_HPG, and the second by
   gen12, but both still show up in the RCS LRC.

v3:
 - Sanity check that we don't have numdw > remaining_dw.  (Lucas)

Cc: Lucas De Marchi <lucas.demarchi@intel.com>
Reviewed-by: Lucas De Marchi <lucas.demarchi@intel.com>
Link: https://lore.kernel.org/r/20231016163449.1300701-14-matthew.d.roper@intel.com
Signed-off-by: Matt Roper <matthew.d.roper@intel.com>
Signed-off-by: Rodrigo Vivi <rodrigo.vivi@intel.com>
2023-12-21 11:43:01 -05:00