<div dir="ltr">R-b<br></div><div class="gmail_extra"><br><div class="gmail_quote">On Sat, May 13, 2017 at 12:14 PM, Kenneth Graunke <span dir="ltr"><<a href="mailto:kenneth@whitecape.org" target="_blank">kenneth@whitecape.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Scalar mode has been default since Broadwell, and vector mode is getting<br>
increasingly unmaintained.  There are a few things that don't even fully<br>
work in vector mode on Skylake, but we've never cared because nobody<br>
uses it.  There's no point in porting it forward to new platforms.<br>
<br>
So, just ignore the debug options to force it on.<br>
---<br>
 src/intel/compiler/brw_<wbr>compiler.c | 26 ++++++++++++++++----------<br>
 1 file changed, 16 insertions(+), 10 deletions(-)<br>
<br>
 Only compile tested.<br>
<br>
diff --git a/src/intel/compiler/brw_<wbr>compiler.c b/src/intel/compiler/brw_<wbr>compiler.c<br>
index cd9473f9a3b..aa896b9a336 100644<br>
--- a/src/intel/compiler/brw_<wbr>compiler.c<br>
+++ b/src/intel/compiler/brw_<wbr>compiler.c<br>
@@ -112,16 +112,22 @@ brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo)<br>
<br>
    compiler->precise_trig = env_var_as_boolean("INTEL_<wbr>PRECISE_TRIG", false);<br>
<br>
-   compiler->scalar_stage[MESA_<wbr>SHADER_VERTEX] =<br>
-      devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);<br>
-   compiler->scalar_stage[MESA_<wbr>SHADER_TESS_CTRL] =<br>
-      devinfo->gen >= 8 && env_var_as_boolean("INTEL_<wbr>SCALAR_TCS", true);<br>
-   compiler->scalar_stage[MESA_<wbr>SHADER_TESS_EVAL] =<br>
-      devinfo->gen >= 8 && env_var_as_boolean("INTEL_<wbr>SCALAR_TES", true);<br>
-   compiler->scalar_stage[MESA_<wbr>SHADER_GEOMETRY] =<br>
-      devinfo->gen >= 8 && env_var_as_boolean("INTEL_<wbr>SCALAR_GS", true);<br>
-   compiler->scalar_stage[MESA_<wbr>SHADER_FRAGMENT] = true;<br>
-   compiler->scalar_stage[MESA_<wbr>SHADER_COMPUTE] = true;<br>
+   if (devinfo->gen >= 10) {<br>
+      /* We don't support vec4 mode on Cannonlake. */<br>
+      for (int i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++)<br>
+         compiler->scalar_stage[i] = true;<br>
+   } else {<br>
+      compiler->scalar_stage[MESA_<wbr>SHADER_VERTEX] =<br>
+         devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);<br>
+      compiler->scalar_stage[MESA_<wbr>SHADER_TESS_CTRL] =<br>
+         devinfo->gen >= 8 && env_var_as_boolean("INTEL_<wbr>SCALAR_TCS", true);<br>
+      compiler->scalar_stage[MESA_<wbr>SHADER_TESS_EVAL] =<br>
+         devinfo->gen >= 8 && env_var_as_boolean("INTEL_<wbr>SCALAR_TES", true);<br>
+      compiler->scalar_stage[MESA_<wbr>SHADER_GEOMETRY] =<br>
+         devinfo->gen >= 8 && env_var_as_boolean("INTEL_<wbr>SCALAR_GS", true);<br>
+      compiler->scalar_stage[MESA_<wbr>SHADER_FRAGMENT] = true;<br>
+      compiler->scalar_stage[MESA_<wbr>SHADER_COMPUTE] = true;<br>
+   }<br>
<br>
    /* We want the GLSL compiler to emit code that uses condition codes */<br>
    for (int i = 0; i < MESA_SHADER_STAGES; i++) {<br>
<span class="HOEnZb"><font color="#888888">--<br>
2.12.2<br>
<br>
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</font></span></blockquote></div><br></div>