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authorJason Ekstrand <[email protected]>2017-08-22 18:57:56 -0700
committerJason Ekstrand <[email protected]>2017-11-07 10:37:52 -0800
commitab9220edd69fcb7016e15d4d96186eac524b45a4 (patch)
tree9814f05cb0ebd2154752d48ea72b48c6ad1a21c0 /src/intel/Android.common.mk
parenta026458020e947cc5d864cfb5b19660836b2d613 (diff)
nir,intel/compiler: Use a fixed subgroup size
The GL_ARB_shader_ballot spec says that gl_SubGroupSizeARB is declared as a uniform. This means that it cannot change across an invocation such as a draw call or a compute dispatch. For compute shaders, we're ok because we only ever use one dispatch size. For fragment, however, the hardware dynamically chooses between SIMD8 and SIMD16 which violates the spec. Instead, let's just pick a subgroup size based on the shader stage. The fixed size we choose for compute shaders is a bit higher than strictly needed but there's no real harm in that. The advantage is that, if they do anything interesting with the value, NIR will see it as an immediate and can optimize better. Acked-by: Lionel Landwerlin <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/intel/Android.common.mk')
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