Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[shaders][msl] Enable zero_initialize_workgroup_memory setting #363

Merged
merged 2 commits into from
Sep 22, 2023

Commits on Sep 22, 2023

  1. [shaders] Enable CONTROL_FLOW_UNIFORMITY validation check

    The shaders all now pass the control flow uniformity validation check,
    so we don't need to keep it disabled.
    armansito committed Sep 22, 2023
    Configuration menu
    Copy the full SHA
    24e8cdc View commit details
    Browse the repository at this point in the history
  2. [shaders][msl] Enable zero_initialize_workgroup_memory setting

    Zero-initializing workgroup memory works around a Metal driver bug
    that can cause the tile_alloc and coarse stages to freeze up the system
    when running natively on Metal due to their use of `workgroupUniformLoad`.
    See gfx-rs/naga#2482 for more details about this bug.
    
    Zero-initializing workgroup memory also makes the native Metal shaders
    match the behavior of the current wgpu runner and the invariants of the
    original WGSL that the shaders were authored in.
    armansito committed Sep 22, 2023
    Configuration menu
    Copy the full SHA
    ddabca8 View commit details
    Browse the repository at this point in the history