diff options
author | Lionel Landwerlin <[email protected]> | 2019-02-20 12:50:56 +0000 |
---|---|---|
committer | Lionel Landwerlin <[email protected]> | 2019-04-23 13:41:20 +0800 |
commit | b1ba7ffdbd54fdb5da18d086c7b7a830e06a1cff (patch) | |
tree | 0b8de9f397cb5292aa5d27d026978d5ad8506fef | |
parent | 4ec258ac3c3aab3ea4ddef8a8241b8c3f8c7d912 (diff) |
intel: workaround VS fixed function issue on Gen9 GT1 parts
The issue is noticeable in the
dEQP-GLES31.functional.geometry_shading.layered.render_with_default_layer_3d
test where a triangle goes missing when we use the maximum number of
URB entries as specified by the documentation.
Signed-off-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107505
Reviewed-by: Kristian H. Kristensen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
-rw-r--r-- | src/intel/dev/gen_device_info.c | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/src/intel/dev/gen_device_info.c b/src/intel/dev/gen_device_info.c index 2422c73b957..04747593291 100644 --- a/src/intel/dev/gen_device_info.c +++ b/src/intel/dev/gen_device_info.c @@ -617,6 +617,10 @@ static const struct gen_device_info gen_device_info_skl_gt1 = { .num_eu_per_subslice = 6, .l3_banks = 2, .urb.size = 192, + /* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions + * leading to some vertices to go missing if we use too much URB. + */ + .urb.max_entries[MESA_SHADER_VERTEX] = 928, .simulator_id = 12, }; @@ -688,6 +692,10 @@ static const struct gen_device_info gen_device_info_kbl_gt1 = { .num_subslices = { 2, }, .num_eu_per_subslice = 6, .l3_banks = 2, + /* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions + * leading to some vertices to go missing if we use too much URB. + */ + .urb.max_entries[MESA_SHADER_VERTEX] = 928, .simulator_id = 16, }; @@ -775,6 +783,10 @@ static const struct gen_device_info gen_device_info_cfl_gt1 = { .num_eu_per_subslice = 6, .l3_banks = 2, .urb.size = 192, + /* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions + * leading to some vertices to go missing if we use too much URB. + */ + .urb.max_entries[MESA_SHADER_VERTEX] = 928, .simulator_id = 24, }; static const struct gen_device_info gen_device_info_cfl_gt2 = { |