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intel/nir: Set lower txs with non-zero LOD
There's a recently discovered HW bug affecting hardware at least as far
back as Skylake where, if the LOD is out-of-bounds for any SIMD lane,
then garbage may be returned in all SIMD lanes. The easy solution is to
set lower_txs_lod so that we always have a constant LOD of 0 which we
know a priori is always in-bounds. Fortunately, not many shaders
actually use textureSize() with LOD.
Shader-db results on Ice Lake:
total instructions in shared programs: 19948537 -> 19948564 (<.01%)
instructions in affected programs: 3859 -> 3886 (0.70%)
helped: 0
HURT: 7
One of the shaders is in Civilization: Beyond Earth, and the rest are
all in Civilization VI.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: mesa-stable@lists.freedesktop.org
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10538>
(cherry picked from commit 05a37e2422)
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2 changed files with 2 additions and 1 deletions
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@ -283,7 +283,7 @@
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"description": "intel/nir: Set lower txs with non-zero LOD",
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"nominated": true,
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"nomination_type": 0,
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"resolution": 0,
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"resolution": 1,
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"master_sha": null,
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"because_sha": null
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},
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@ -827,6 +827,7 @@ brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir,
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.lower_txd_shadow_clamp = true,
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.lower_txd_offset_clamp = true,
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.lower_tg4_offsets = true,
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.lower_txs_lod = true, /* Wa_14012320009 */
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};
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OPT(nir_lower_tex, &tex_options);
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