if (intr->intrinsic != nir_intrinsic_load_subgroup_id)
return false;
+ b->cursor = nir_before_block(nir_start_block(b->impl));
+ if (b->shader->info.workgroup_size[1] == 1 &&
+ b->shader->info.workgroup_size[2] == 1) {
+ /* When using Nx1x1 groups, use a simple stable algorithm
+ * which is almost guaranteed to be correct. */
+ nir_ssa_def *subgroup_id = nir_udiv(b, nir_load_local_invocation_index(b), nir_load_subgroup_size(b));
+ nir_ssa_def_rewrite_uses(&intr->dest.ssa, subgroup_id);
+ return true;
+ }
+
nir_ssa_def **subgroup_id = (nir_ssa_def **)data;
if (*subgroup_id == NULL) {
nir_variable *subgroup_id_counter = nir_variable_create(b->shader, nir_var_mem_shared, glsl_uint_type(), "dxil_SubgroupID_counter");
nir_variable *subgroup_id_local = nir_local_variable_create(b->impl, glsl_uint_type(), "dxil_SubgroupID_local");
- b->cursor = nir_before_block(nir_start_block(b->impl));
nir_store_var(b, subgroup_id_local, nir_imm_int(b, 0), 1);
nir_deref_instr *counter_deref = nir_build_deref_var(b, subgroup_id_counter);