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>
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@@ -828,6 +828,7 @@ 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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