Avoid using VectorExtractDynamic for subgroup mask on Adreno GPUs

This crashes their shader compiler for some reason.
This commit is contained in:
Billy Laws 2023-02-18 18:26:47 +00:00 committed by bunnei
parent 158a1896ec
commit b4a12b889e
3 changed files with 19 additions and 1 deletions

View File

@ -17,7 +17,22 @@ Id GetThreadId(EmitContext& ctx) {
Id WarpExtract(EmitContext& ctx, Id value) {
const Id thread_id{GetThreadId(ctx)};
const Id local_index{ctx.OpShiftRightArithmetic(ctx.U32[1], thread_id, ctx.Const(5U))};
if (ctx.profile.has_broken_spirv_subgroup_mask_vector_extract_dynamic) {
const Id c0_sel{ctx.OpSelect(ctx.U32[1], ctx.OpIEqual(ctx.U1, local_index, ctx.Const(0U)),
ctx.OpCompositeExtract(ctx.U32[1], value, 0U), ctx.Const(0U))};
const Id c1_sel{ctx.OpSelect(ctx.U32[1], ctx.OpIEqual(ctx.U1, local_index, ctx.Const(1U)),
ctx.OpCompositeExtract(ctx.U32[1], value, 1U), ctx.Const(0U))};
const Id c2_sel{ctx.OpSelect(ctx.U32[1], ctx.OpIEqual(ctx.U1, local_index, ctx.Const(2U)),
ctx.OpCompositeExtract(ctx.U32[1], value, 2U), ctx.Const(0U))};
const Id c3_sel{ctx.OpSelect(ctx.U32[1], ctx.OpIEqual(ctx.U1, local_index, ctx.Const(3U)),
ctx.OpCompositeExtract(ctx.U32[1], value, 3U), ctx.Const(0U))};
const Id c0_or_c1{ctx.OpBitwiseOr(ctx.U32[1], c0_sel, c1_sel)};
const Id c2_or_c3{ctx.OpBitwiseOr(ctx.U32[1], c2_sel, c3_sel)};
const Id c0_or_c1_or_c2_or_c3{ctx.OpBitwiseOr(ctx.U32[1], c0_or_c1, c2_or_c3)};
return c0_or_c1_or_c2_or_c3;
} else {
return ctx.OpVectorExtractDynamic(ctx.U32[1], value, local_index);
}
}
Id LoadMask(EmitContext& ctx, Id mask) {

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@ -78,6 +78,8 @@ struct Profile {
bool has_gl_bool_ref_bug{};
/// Ignores SPIR-V ordered vs unordered using GLSL semantics
bool ignore_nan_fp_comparisons{};
/// Some drivers have broken support for OpVectorExtractDynamic on subgroup mask inputs
bool has_broken_spirv_subgroup_mask_vector_extract_dynamic{};
u32 gl_max_compute_smem_size{};
};

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@ -351,6 +351,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
.has_broken_signed_operations = false,
.has_broken_fp16_float_controls = driver_id == VK_DRIVER_ID_NVIDIA_PROPRIETARY,
.ignore_nan_fp_comparisons = false,
.has_broken_spirv_subgroup_mask_vector_extract_dynamic = driver_id == VK_DRIVER_ID_QUALCOMM_PROPRIETARY
};
host_info = Shader::HostTranslateInfo{
.support_float16 = device.IsFloat16Supported(),