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authorJason Ekstrand <[email protected]>2018-01-05 18:26:58 -0800
committerJason Ekstrand <[email protected]>2018-01-11 14:31:38 -0800
commit3d2b157e23c9d66df97d59be6efd1098878cc110 (patch)
treee8f22a83b379330f91fab4e45612e132fafb23fb /src/compiler/glsl/meson.build
parent30c1a93f6de66f0b9f86e11b517b62f57f330d95 (diff)
i965/fs: Use UW types when using V immediates
Gen 10 has a strange hardware bug involving V immediates with W types. It appears that a mov(8) g2<1>W 0x76543210V will actually result in g2 getting the value {3, 2, 1, 0, 3, 2, 1, 0}. In particular, the bottom four nibbles are repeated instead of the top four being taken. (A mov of 0x00003210V yields the same result.) This bug does not appear in any hardware documentation as far as we can tell and the simulator does not implement the bug either. Commit 6132992cdb858268af0e985727d80e4140be389c was mostly a no-op except that it changed the type of the subgroup invocation from UW to W and caused us to tickle this bug with basically every compute shader that uses any sort of invocation ID (which is most of them). This is also potentially an issue for geometry shader input pulls and SampleID setup. The easy solution is just to change the few places where we use a vector integer immediate with a W type to use a UW type. Reviewed-by: Matt Turner <[email protected]> Cc: [email protected] Fixes: 6132992cdb858268af0e985727d80e4140be389c
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