msm: kgsl: Add TSE performance counter to software hang detection
Our current hang detection logic covers rendering pass by checking for
shader performance counters but it does not cover the case where there
is long binning or resolve pass. For long binning pass shader is inactive
making our current hang detection logic faulty. Checking for TSE number of
input primitives covers binning and resolve passes and makes our hang
detection logic robust.
CRs-fixed: 521284
Change-Id: Ifdec4b53685903456feb367f64380119b1485408
Signed-off-by:
Tarun Karra <tkarra@codeaurora.org>
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