[Bug 90158] New: Make shader precompile guess MSAA layout properly
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Thu Apr 23 23:34:16 PDT 2015
https://bugs.freedesktop.org/show_bug.cgi?id=90158
Bug ID: 90158
Summary: Make shader precompile guess MSAA layout properly
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: enhancement
Priority: medium
Component: Drivers/DRI/i965
Assignee: idr at freedesktop.org
Reporter: kenneth at whitecape.org
QA Contact: intel-3d-bugs at lists.freedesktop.org
Blocks: 77547
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.
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