Using dispatch mask cause hangs waiting PS Done on some cases like bug #83207, with larger screen or when scaling it. Also mesa uses VMask instead of Dmask for 3DSTATE_PS because in some cases they were getting incorrect derivatives for subspans. Reference: https://bugs.freedesktop.org/show_bug.cgi?id=83207 Cc: Timo Aaltonen <tjaalton@xxxxxxxxxx> Cc: Gary Wang <gary.c.wang@xxxxxxxxx> Signed-off-by: Rodrigo Vivi <rodrigo.vivi@xxxxxxxxx> --- src/sna/gen8_render.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/sna/gen8_render.c b/src/sna/gen8_render.c index d375753..ac22808 100644 --- a/src/sna/gen8_render.c +++ b/src/sna/gen8_render.c @@ -954,7 +954,7 @@ gen8_emit_wm(struct sna *sna, int kernel) OUT_BATCH(GEN8_3DSTATE_PS | (12 - 2)); OUT_BATCH64(kernels[0] ?: kernels[1] ?: kernels[2]); OUT_BATCH(1 << PS_SAMPLER_COUNT_SHIFT | - //PS_VECTOR_MASK_ENABLE | + PS_VECTOR_MASK_ENABLE | wm_kernels[kernel].num_surfaces << PS_BINDING_TABLE_ENTRY_COUNT_SHIFT); OUT_BATCH64(0); /* scratch address */ OUT_BATCH(PS_MAX_THREADS | -- 1.9.3 _______________________________________________ Intel-gfx mailing list Intel-gfx@xxxxxxxxxxxxxxxxxxxxx http://lists.freedesktop.org/mailman/listinfo/intel-gfx