aboutsummaryrefslogtreecommitdiffstats
path: root/src/intel
diff options
context:
space:
mode:
authorKenneth Graunke <[email protected]>2017-05-13 12:11:40 -0700
committerKenneth Graunke <[email protected]>2017-05-29 21:40:44 -0700
commit1e3880544e8605fc0ae7afb5787dce53d9e30e87 (patch)
treede510fb583776bf0f8bcdc8f09adb1460e371c72 /src/intel
parent2c2ea573e556d6a866ad397e44356b7e0894056b (diff)
i965: Ignore INTEL_SCALAR_* debug variables on Gen10+.
Scalar mode has been default since Broadwell, and vector mode is getting increasingly unmaintained. There are a few things that don't even fully work in vector mode on Skylake, but we've never cared because nobody uses it. There's no point in porting it forward to new platforms. So, just ignore the debug options to force it on. Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel')
-rw-r--r--src/intel/compiler/brw_compiler.c26
1 files changed, 16 insertions, 10 deletions
diff --git a/src/intel/compiler/brw_compiler.c b/src/intel/compiler/brw_compiler.c
index cd9473f9a3b..aa896b9a336 100644
--- a/src/intel/compiler/brw_compiler.c
+++ b/src/intel/compiler/brw_compiler.c
@@ -112,16 +112,22 @@ brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo)
compiler->precise_trig = env_var_as_boolean("INTEL_PRECISE_TRIG", false);
- compiler->scalar_stage[MESA_SHADER_VERTEX] =
- devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
- compiler->scalar_stage[MESA_SHADER_TESS_CTRL] =
- devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TCS", true);
- compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
- devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
- compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
- devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", true);
- compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
- compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
+ if (devinfo->gen >= 10) {
+ /* We don't support vec4 mode on Cannonlake. */
+ for (int i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++)
+ compiler->scalar_stage[i] = true;
+ } else {
+ compiler->scalar_stage[MESA_SHADER_VERTEX] =
+ devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
+ compiler->scalar_stage[MESA_SHADER_TESS_CTRL] =
+ devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TCS", true);
+ compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
+ devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
+ compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
+ devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", true);
+ compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
+ compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
+ }
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {