i965: Ignore INTEL_SCALAR_* debug variables on Gen10+.

Scalar mode has been default since Broadwell, and vector mode is getting
increasingly unmaintained.  There are a few things that don't even fully
work in vector mode on Skylake, but we've never cared because nobody
uses it.  There's no point in porting it forward to new platforms.

So, just ignore the debug options to force it on.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Kenneth Graunke
2017-05-13 12:11:40 -07:00
parent 2c2ea573e5
commit 1e3880544e

View File

@@ -112,16 +112,22 @@ brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo)
compiler->precise_trig = env_var_as_boolean("INTEL_PRECISE_TRIG", false);
compiler->scalar_stage[MESA_SHADER_VERTEX] =
devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
compiler->scalar_stage[MESA_SHADER_TESS_CTRL] =
devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TCS", true);
compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", true);
compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
if (devinfo->gen >= 10) {
/* We don't support vec4 mode on Cannonlake. */
for (int i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++)
compiler->scalar_stage[i] = true;
} else {
compiler->scalar_stage[MESA_SHADER_VERTEX] =
devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
compiler->scalar_stage[MESA_SHADER_TESS_CTRL] =
devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TCS", true);
compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", true);
compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
}
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {