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. --- src/intel/compiler/brw_compiler.c | 26 ++++++++++++++++---------- 1 file changed, 16 insertions(+), 10 deletions(-) Only compile tested. diff --git a/src/intel/compiler/brw_compiler.c b/src/intel/compiler/brw_compiler.c index cd9473f9a3b..aa896b9a336 100644 --- a/src/intel/compiler/brw_compiler.c +++ b/src/intel/compiler/brw_compiler.c @@ -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++) { -- 2.12.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev