On August 17, 2017 7:04:20 PM Timothy Arceri <tarc...@itsqueeze.com> wrote:
v2: Add full description of the SNB issue to the TODO.
---
src/mesa/drivers/dri/i965/brw_context.c | 12 ++++++++++++
1 file changed, 12 insertions(+)
diff --git a/src/mesa/drivers/dri/i965/brw_context.c
b/src/mesa/drivers/dri/i965/brw_context.c
index d97a24fbf8..11cb2f7226 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -668,20 +668,32 @@ brw_initialize_context_constants(struct brw_context *brw)
ctx->Const.MaxVertexStreams = MIN2(4, MAX_VERTEX_STREAMS);
/* ARB_framebuffer_no_attachments */
ctx->Const.MaxFramebufferWidth = 16384;
ctx->Const.MaxFramebufferHeight = 16384;
ctx->Const.MaxFramebufferLayers = ctx->Const.MaxArrayTextureLayers;
ctx->Const.MaxFramebufferSamples = max_samples;
/* OES_primitive_bounding_box */
ctx->Const.NoPrimitiveBoundingBoxOutput = true;
+
+ /* TODO: We should be able to use STD430 packing by default on all hardware
+ * but some piglit tests e.g. [1] currently fail on SNB when this is
+ * enabled. The problem is the messages we're using for doing uniform pulls
+ * in the vec4 back-end on SNB is the OWORD block load instruction, whoosh
+ * takes its offset in units of OWORDS (16 bytes). On IVB+, we use the
+ * sampler which doesn't have these restrictions.
I would add one more line here:
In the scalar back-end, we use the sampler for dynamic uniform loads and
pull an entire cache line at a time for constant offset loads both of which
support almost any alignment.
With that,
Reciewed-by: Jason Ekstrand <ja...@jlekstrand.net>
+ *
+ * [1] glsl-1.40/uniform_buffer/vs-float-array-variable-index.shader_test
+ */
+ if (brw->gen >= 7)
+ ctx->Const.UseSTD430AsDefaultPacking = true;
}
static void
brw_initialize_cs_context_constants(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
const struct intel_screen *screen = brw->screen;
struct gen_device_info *devinfo = &brw->screen->devinfo;
/* FINISHME: Do this for all platforms that the kernel supports */
--
2.13.4
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