intel: workaround VS fixed function issue on Gen9 GT1 parts
The issue is noticeable in the dEQP-GLES31.functional.geometry_shading.layered.render_with_default_layer_3d test where a triangle goes missing when we use the maximum number of URB entries as specified by the documentation. Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107505 Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -617,6 +617,10 @@ static const struct gen_device_info gen_device_info_skl_gt1 = {
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.num_eu_per_subslice = 6,
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.num_eu_per_subslice = 6,
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.l3_banks = 2,
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.l3_banks = 2,
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.urb.size = 192,
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.urb.size = 192,
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/* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions
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* leading to some vertices to go missing if we use too much URB.
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*/
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.urb.max_entries[MESA_SHADER_VERTEX] = 928,
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.simulator_id = 12,
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.simulator_id = 12,
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};
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};
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@@ -688,6 +692,10 @@ static const struct gen_device_info gen_device_info_kbl_gt1 = {
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.num_subslices = { 2, },
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.num_subslices = { 2, },
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.num_eu_per_subslice = 6,
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.num_eu_per_subslice = 6,
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.l3_banks = 2,
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.l3_banks = 2,
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/* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions
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* leading to some vertices to go missing if we use too much URB.
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*/
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.urb.max_entries[MESA_SHADER_VERTEX] = 928,
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.simulator_id = 16,
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.simulator_id = 16,
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};
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};
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@@ -775,6 +783,10 @@ static const struct gen_device_info gen_device_info_cfl_gt1 = {
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.num_eu_per_subslice = 6,
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.num_eu_per_subslice = 6,
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.l3_banks = 2,
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.l3_banks = 2,
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.urb.size = 192,
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.urb.size = 192,
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/* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions
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* leading to some vertices to go missing if we use too much URB.
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*/
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.urb.max_entries[MESA_SHADER_VERTEX] = 928,
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.simulator_id = 24,
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.simulator_id = 24,
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};
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};
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static const struct gen_device_info gen_device_info_cfl_gt2 = {
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static const struct gen_device_info gen_device_info_cfl_gt2 = {
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