high.offset = inst->dst.offset % REG_SIZE;
if (devinfo->gen >= 7) {
- if (inst->src[1].abs)
+ /* From GEN:BUG:1604601757:
+ *
+ * "When multiplying a DW and any lower precision integer, source modifier
+ * is not supported."
+ *
+ * An unsupported negate modifier on src[1] would ordinarily be
+ * lowered by the subsequent lower_regioning pass. In this case that
+ * pass would spawn another dword multiply. Instead, lower the
+ * modifier first.
+ */
+ const bool source_mods_unsupported = (devinfo->gen >= 12);
+
+ if (inst->src[1].abs || (inst->src[1].negate &&
+ source_mods_unsupported))
lower_src_modifiers(this, block, inst, 1);
if (inst->src[1].file == IMM) {
assert(dispatch_width % payload_width == 0);
assert(devinfo->gen >= 6);
- prog_data->uses_src_depth = prog_data->uses_src_w =
- (nir->info.system_values_read & (1ull << SYSTEM_VALUE_FRAG_COORD)) != 0;
-
- prog_data->uses_sample_mask =
- (nir->info.system_values_read & SYSTEM_BIT_SAMPLE_MASK_IN) != 0;
-
- /* From the Ivy Bridge PRM documentation for 3DSTATE_PS:
- *
- * "MSDISPMODE_PERSAMPLE is required in order to select
- * POSOFFSET_SAMPLE"
- *
- * So we can only really get sample positions if we are doing real
- * per-sample dispatch. If we need gl_SamplePosition and we don't have
- * persample dispatch, we hard-code it to 0.5.
- */
- prog_data->uses_pos_offset = prog_data->persample_dispatch &&
- (nir->info.system_values_read & SYSTEM_BIT_SAMPLE_POS);
-
/* R0: PS thread payload header. */
payload.num_regs++;
prog_data->total_scratch = brw_get_scratch_size(last_scratch);
- if (stage == MESA_SHADER_COMPUTE) {
+ if (stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL) {
if (devinfo->is_haswell) {
/* According to the MEDIA_VFE_STATE's "Per Thread Scratch Space"
* field documentation, Haswell supports a minimum of 2kB of
bool
fs_visitor::run_cs(bool allow_spilling)
{
- assert(stage == MESA_SHADER_COMPUTE);
+ assert(stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL);
setup_cs_payload();
{
prog_data->flat_inputs = 0;
- nir_foreach_variable(var, &shader->inputs) {
+ nir_foreach_shader_in_variable(var, shader) {
unsigned slots = glsl_count_attribute_slots(var->type, false);
for (unsigned s = 0; s < slots; s++) {
int input_index = prog_data->urb_setup[var->data.location + s];
const struct brw_wm_prog_key *key,
struct brw_wm_prog_data *prog_data)
{
+ prog_data->uses_src_depth = prog_data->uses_src_w =
+ shader->info.system_values_read & BITFIELD64_BIT(SYSTEM_VALUE_FRAG_COORD);
+
/* key->alpha_test_func means simulating alpha testing via discards,
* so the shader definitely kills pixels.
*/
shader->info.fs.uses_sample_qualifier ||
shader->info.outputs_read);
+ if (devinfo->gen >= 6) {
+ prog_data->uses_sample_mask =
+ shader->info.system_values_read & SYSTEM_BIT_SAMPLE_MASK_IN;
+
+ /* From the Ivy Bridge PRM documentation for 3DSTATE_PS:
+ *
+ * "MSDISPMODE_PERSAMPLE is required in order to select
+ * POSOFFSET_SAMPLE"
+ *
+ * So we can only really get sample positions if we are doing real
+ * per-sample dispatch. If we need gl_SamplePosition and we don't have
+ * persample dispatch, we hard-code it to 0.5.
+ */
+ prog_data->uses_pos_offset = prog_data->persample_dispatch &&
+ (shader->info.system_values_read & SYSTEM_BIT_SAMPLE_POS);
+ }
+
prog_data->has_render_target_reads = shader->info.outputs_read != 0ull;
prog_data->early_fragment_tests = shader->info.fs.early_fragment_tests;
}
}
+ const bool simd16_failed = v16 && !simd16_cfg;
+
/* Currently, the compiler only supports SIMD32 on SNB+ */
if (!has_spilled &&
v8->max_dispatch_width >= 32 && !use_rep_send &&
- devinfo->gen >= 6 && simd16_cfg &&
+ devinfo->gen >= 6 && !simd16_failed &&
!(INTEL_DEBUG & DEBUG_NO32)) {
/* Try a SIMD32 compile */
v32 = new fs_visitor(compiler, log_data, mem_ctx, &key->base,
fs_reg *
fs_visitor::emit_cs_work_group_id_setup()
{
- assert(stage == MESA_SHADER_COMPUTE);
+ assert(stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL);
fs_reg *reg = new(this->mem_ctx) fs_reg(vgrf(glsl_type::uvec3_type));
*
* TODO: Use performance_analysis and drop this boolean.
*/
- const bool needs_32 = min_dispatch_width > 16 ||
+ const bool needs_32 = v == NULL ||
(INTEL_DEBUG & DEBUG_DO32) ||
generate_all;