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authorLionel Landwerlin <[email protected]>2019-02-20 12:50:56 +0000
committerLionel Landwerlin <[email protected]>2019-04-23 13:41:20 +0800
commitb1ba7ffdbd54fdb5da18d086c7b7a830e06a1cff (patch)
tree0b8de9f397cb5292aa5d27d026978d5ad8506fef /src/intel/dev/gen_device_info.c
parent4ec258ac3c3aab3ea4ddef8a8241b8c3f8c7d912 (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]>
Diffstat (limited to 'src/intel/dev/gen_device_info.c')
-rw-r--r--src/intel/dev/gen_device_info.c12
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 = {