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authorMaíra Canal <mcanal@igalia.com>2026-06-02 14:50:15 -0300
committerMaíra Canal <mcanal@igalia.com>2026-06-03 08:19:54 -0300
commit7f93fad5ea0affc9e1505dd0f7596c0fdb496213 (patch)
treeece2a1e9af337ea66a7e9bdae0bf49f7f21723eb /scripts/stackusage
parentae7676952790f421c40918e2586a2c9f12a682b6 (diff)
drm/v3d: Skip CSD when it has zeroed workgroups
A compute shader dispatch encodes its workgroup counts in the CFG0..CFG2 registers. Kicking off a dispatch with a zero count in any of the three dimensions is invalid. First, the hardware will process 0 as 65536, while the user-space driver exposes a maximum of 65535. Over that, a submission with a zeroed workgroup dimension should be a no-op. These zeroed counts can reach the dispatch path through an indirect CSD job, whose workgroup counts are only known once the indirect buffer is read and may legitimately be zero, but such scenario should only result in a no-op. Overwrite the indirect CSD job workgroup counts with the indirect BO ones, even if they are zeroed, and don't submit the job to the hardware when any of the workgroup counts is zero, so the job completes immediately instead of running the shader. Cc: stable@vger.kernel.org Fixes: d223f98f0209 ("drm/v3d: Add support for compute shader dispatch.") Suggested-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Link: https://patch.msgid.link/20260602-v3d-fix-indirect-csd-v4-2-654309e32bc0@igalia.com Signed-off-by: Maíra Canal <mcanal@igalia.com>
Diffstat (limited to 'scripts/stackusage')
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