From 4f56cede6deff561a8cfa3fe893cf085cb8b2f1c Mon Sep 17 00:00:00 2001 From: Jesse Natalie Date: Fri, 31 Mar 2023 10:25:00 -0700 Subject: [PATCH] microsoft/compiler: Assign 1D wave IDs based on local thread ID Fixes corruption/flickering seen in DOOM Eternal's decals/lighting. It seems the shader has an implicit assumption about this property. Part-of: --- src/microsoft/compiler/dxil_nir.c | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/src/microsoft/compiler/dxil_nir.c b/src/microsoft/compiler/dxil_nir.c index fa2eb350a63..6530914f6a1 100644 --- a/src/microsoft/compiler/dxil_nir.c +++ b/src/microsoft/compiler/dxil_nir.c @@ -2061,11 +2061,20 @@ lower_subgroup_id(nir_builder *b, nir_instr *instr, void *data) if (intr->intrinsic != nir_intrinsic_load_subgroup_id) return false; + b->cursor = nir_before_block(nir_start_block(b->impl)); + if (b->shader->info.workgroup_size[1] == 1 && + b->shader->info.workgroup_size[2] == 1) { + /* When using Nx1x1 groups, use a simple stable algorithm + * which is almost guaranteed to be correct. */ + nir_ssa_def *subgroup_id = nir_udiv(b, nir_load_local_invocation_index(b), nir_load_subgroup_size(b)); + nir_ssa_def_rewrite_uses(&intr->dest.ssa, subgroup_id); + return true; + } + nir_ssa_def **subgroup_id = (nir_ssa_def **)data; if (*subgroup_id == NULL) { nir_variable *subgroup_id_counter = nir_variable_create(b->shader, nir_var_mem_shared, glsl_uint_type(), "dxil_SubgroupID_counter"); nir_variable *subgroup_id_local = nir_local_variable_create(b->impl, glsl_uint_type(), "dxil_SubgroupID_local"); - b->cursor = nir_before_block(nir_start_block(b->impl)); nir_store_var(b, subgroup_id_local, nir_imm_int(b, 0), 1); nir_deref_instr *counter_deref = nir_build_deref_var(b, subgroup_id_counter);