intel/compiler/mesh: use slice id of task urb handles in mesh shaders
authorMarcin Ślusarz <marcin.slusarz@intel.com>
Mon, 30 Jan 2023 16:09:26 +0000 (17:09 +0100)
committerMarge Bot <emma+marge@anholt.net>
Tue, 14 Feb 2023 09:36:53 +0000 (09:36 +0000)
commitdd9bf86725bac3123902d6a85643e6ca567eff56
tree265854c97290444a2602684547a33ad5a1d4343a
parent9ddd296cd387bae3adfceb66af91e965fdf10f08
intel/compiler/mesh: use slice id of task urb handles in mesh shaders

When mesh shader is spawned on a different slice than the originating
task shader, then input task urb handle can come from a different
slice, so masking this information off will load data from the current
slice, instead of the one where real data are.

Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21007>
src/intel/compiler/brw_fs.h
src/intel/compiler/brw_mesh.cpp