System values are built-in uniforms. We set them up as UBO values, and
might pull or push them. UBO push analysis will take care of that. We
only want to enable push constants if there's an actual range being
pushed. Otherwise, we might get into a scenario where 3DSTATE_PS
enables push constants but 3DSTATE_CONSTANT_PS isn't pushing anything.
This fixes GPU hangs in Broadwell image load store tests which have
unused image param system values but no other uniforms. (We shouldn't
be making those anyway, but that's a separate fix...)
ps.FloatingPointMode = prog_data->use_alt_mode;
ps.MaximumNumberofThreadsPerPSD = 64 - (GEN_GEN == 8 ? 2 : 1);
- ps.PushConstantEnable = shader->num_system_values > 0 ||
- prog_data->ubo_ranges[0].length > 0;
+ ps.PushConstantEnable = prog_data->ubo_ranges[0].length > 0;
/* From the documentation for this packet:
* "If the PS kernel does not need the Position XY Offsets to