[Bug 89597] Implement SSBOs in GLSL front-end and i965

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue May 5 04:21:02 PDT 2015


https://bugs.freedesktop.org/show_bug.cgi?id=89597

--- Comment #45 from Iago Toral <itoral at igalia.com> ---
(In reply to Iago Toral from comment #44)
> (In reply to Iago Toral from comment #43)
> > Francisco, since you have already landed the untyped write messages in
> > master I have started to rewrite my code to use them but it seems as if
> > these messages don't write anything for me. Looking at the generated
> > assembly it seems that everything is fine though. For example:
> > 
> > mov(8)    g2<1>UD    0x00000000UD     { align1 WE_all 1Q compacted };
> > mov(16)   g3<1>UD    0x00000000UD     { align1 WE_all 1H compacted };
> > mov(16)   g5<1>UD    0x0000000aUD     { align1 WE_all 1H compacted };
> > mov(1)    g2.7<1>UD  g1.7<0,1,0>UD    { align1 WE_all };
> > send(8)   null       g2<8,8,1>UD
> >      data ( DC untyped surface write, 1, 46) mlen 5 rlen 0 { align1 1Q };
> > 
> > that is supposed to write the value 10 (0xa) to offset 0 of surface index 1,
> > which comes from a single assignment of that value to a integer variable at
> > the beginning of the buffer.
> > 
> > The assembly looks correct to me:
> > - g2 is the header and carries the pixel mask as delivered to the thread
> > - g3/g4 have the offset payload for SIMD16 (0 for all channels)
> > - g5/g6 have the data payload for SIMD16  (0xa for all channels)
> > - The message length is 5 for SIMD16 (header, offsetx2, datax2)
> > - surface index is 1, which is correct
> > - msg_control is 46, meaning only red channel enabled and SIMD16 mode.
> > 
> > but it does not seem to take any effect: the buffer contents are not
> > modified at any offset after this.
> > 
> > The surface I am writing to is a BRW_SURFACE_BUFFER with format
> > BRW_SURFACEFORMAT_RAW and a pitch of 1.
> > 
> > Am I missing something obvious here?
> 
> I was, seems like I removed the marking of the surface as used by mistake. I
> have put that back and it works fine now.
> 
> Sorry for the noise... :-/

Oh, actually it is not me that removed it, it just wasn't there to begin with.
Francisco, I will send a patch to fix this.

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