]> git.ipfire.org Git - thirdparty/linux.git/commit
drm/v3d: Skip CSD when it has zeroed workgroups
authorMaíra Canal <mcanal@igalia.com>
Tue, 2 Jun 2026 17:50:15 +0000 (14:50 -0300)
committerMaíra Canal <mcanal@igalia.com>
Wed, 3 Jun 2026 11:19:54 +0000 (08:19 -0300)
commit7f93fad5ea0affc9e1505dd0f7596c0fdb496213
treeece2a1e9af337ea66a7e9bdae0bf49f7f21723eb
parentae7676952790f421c40918e2586a2c9f12a682b6
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>
drivers/gpu/drm/v3d/v3d_sched.c