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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - Make shader precompile guess MSAA layout properly"
href="https://bugs.freedesktop.org/show_bug.cgi?id=90158">90158</a>
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<th>Summary</th>
<td>Make shader precompile guess MSAA layout properly
</td>
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<th>Product</th>
<td>Mesa
</td>
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<th>Version</th>
<td>git
</td>
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<th>Hardware</th>
<td>Other
</td>
</tr>
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<th>OS</th>
<td>All
</td>
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<th>Status</th>
<td>NEW
</td>
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<th>Severity</th>
<td>enhancement
</td>
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<th>Priority</th>
<td>medium
</td>
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<th>Component</th>
<td>Drivers/DRI/i965
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<th>Assignee</th>
<td>idr@freedesktop.org
</td>
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<th>Reporter</th>
<td>kenneth@whitecape.org
</td>
</tr>
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<th>QA Contact</th>
<td>intel-3d-bugs@lists.freedesktop.org
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<th>Blocks</th>
<td>77547
</td>
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<p>
<div>
<pre>Currently, brw_fs_precompile doesn't set compressed_multisample_layout_mask,
leaving it at the default value of 0 (non-CMS).
This is dumb. Virtually all multisampled color buffers on Gen7+ use the CMS
layout, not UMS or IMS. So, basically every shader that uses a sampler2DMS
type (including most of WebGL) will require a recompile.
A better guess would be:
- 1 for sampler2DMS on Gen7+ (0 on Gen6)
- 0 for sampler2DMSShadow
- 0 for non-MS sampler types.
This should eliminate almost all recompiles due to
compressed_multisample_layout_mask.
To accomplish this, we may want to create a bitfield similar to SamplersUsed or
ShadowSamplers...SamplerIsMSAA or such. Then the precompile could easily check
it. Alternatively, we could stop using bitfields and walk a list of NIR
uniforms. It should be pretty simple.</pre>
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