I found those issues while testing DOOM eternal and Ian also ran into
it with other shaders.
We write the desc register in SIMD1 exec_all, so all the data is in
the first component. We need to make sure to pass that component in
the lower SEND instructions.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23354>
const fs_builder ubld = bld.group(1, 0).exec_all();
fs_reg desc = ubld.vgrf(BRW_REGISTER_TYPE_UD);
ubld.SHL(desc, sampler, brw_imm_ud(8));
- inst->src[0] = desc;
+ inst->src[0] = component(desc, 0);
}
/* We assume that the driver provided the handle in the top 20 bits so
inst->send_is_volatile = false;
inst->resize_sources(3);
- inst->src[0] = desc;
+ inst->src[0] = component(desc, 0);
inst->src[1] = brw_imm_ud(0); /* ex_desc */
inst->src[2] = payload;
}