In fragment shaders f0.1 is used for discards so doing ballot after a
discard can potentially cause the discard to not happen.

Cc: mesa-sta...@lists.freedesktop.org
---
 src/intel/compiler/brw_fs_nir.cpp | 5 +++--
 1 file changed, 3 insertions(+), 2 deletions(-)

diff --git a/src/intel/compiler/brw_fs_nir.cpp 
b/src/intel/compiler/brw_fs_nir.cpp
index 513ff3e..ffb2d6a 100644
--- a/src/intel/compiler/brw_fs_nir.cpp
+++ b/src/intel/compiler/brw_fs_nir.cpp
@@ -4211,8 +4211,9 @@ fs_visitor::nir_emit_intrinsic(const fs_builder &bld, 
nir_intrinsic_instr *instr
    case nir_intrinsic_ballot: {
       const fs_reg value = retype(get_nir_src(instr->src[0]),
                                   BRW_REGISTER_TYPE_UD);
-      const struct brw_reg flag = retype(brw_flag_reg(0, 0),
-                                         BRW_REGISTER_TYPE_UD);
+      struct brw_reg flag = brw_flag_reg(0, 0);
+      if (dispatch_width == 32)
+         flag.type = BRW_REGISTER_TYPE_UD;
 
       bld.exec_all().MOV(flag, brw_imm_ud(0u));
       bld.CMP(bld.null_reg_ud(), value, brw_imm_ud(0u), BRW_CONDITIONAL_NZ);
-- 
2.5.0.400.gff86faf

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