diff options
author | Matt Turner <[email protected]> | 2019-01-25 12:27:08 -0800 |
---|---|---|
committer | Matt Turner <[email protected]> | 2019-01-26 10:33:22 -0800 |
commit | a7d629a59021cb1a013a8a58acd9187ca0b6c9ce (patch) | |
tree | 8130297f9a5f2772ab2450f8ec7521f2c7b9e112 | |
parent | 18b467c0661d873554df0f6b1b359aa3459d25ca (diff) |
i965: Always compile fp64 funcs when needed
Compilation of user-specified shaders with software fp64 works by
compiling on demand an "fp64-funcs" shader implementing various fp64
operations and then linking it into the "user shader".
In
commit 64b8c86d37ebb1e1d286c69d642d52b7bcf051d3
Author: Timothy Arceri <[email protected]>
Date: Thu Jan 17 17:16:29 2019 +1100
glsl: be much more aggressive when skipping shader compilation
we changed the behavior of the shader cache to skip compilation earlier
when we get a cache hit.
After the aforementioned commit, compiling a user program using fp64
would store into the cache an entry for the fp64-funcs shader.
Subsequent compilations of uncached user shaders using fp64 would fail
in compile_fp64_funcs() after finding a cache entry for the fp64-funcs,
but being unprepared to read from the cache.
It's unclear to me how to retrieve the cached NIR of the fp64-funcs (if
it even is cached), so just call _mesa_glsl_compile_shader() with
force_recompile=true in order to ensure we generate the fp64-funcs
successfully.
Tested-by: Mark Janes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_program.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c index c01143decd0..9ab25cf664c 100644 --- a/src/mesa/drivers/dri/i965/brw_program.c +++ b/src/mesa/drivers/dri/i965/brw_program.c @@ -40,6 +40,7 @@ #include "tnl/tnl.h" #include "util/ralloc.h" #include "compiler/glsl/ir.h" +#include "compiler/glsl/program.h" #include "compiler/glsl/glsl_to_nir.h" #include "compiler/glsl/float64_glsl.h" @@ -87,7 +88,7 @@ compile_fp64_funcs(struct gl_context *ctx, sh->Source = float64_source; sh->CompileStatus = COMPILE_FAILURE; - _mesa_compile_shader(ctx, sh); + _mesa_glsl_compile_shader(ctx, sh, false, false, true); if (!sh->CompileStatus) { if (sh->InfoLog) { |