[Mesa-dev] [PATCH 8/8] i965: Reduce gl_MaxGeometryInputComponents to 64.

Paul Berry stereotype441 at gmail.com
Thu Oct 17 17:14:11 CEST 2013

Although in principle there is no hardware limitation that prevents
gl_MaxGeometryInputComponents from being set to 128 on Gen7, we have
the following limitations in the vec4 compiler back end:

- Registers assigned to geometry shader inputs can't be spilled or
  later re-used for any other purpose.

- The last 16 registers are set aside for the "MRF hack", meaning they
  can only be used to send messages, and not for general purpose

- Up to 32 registers may be reserved for push constants, even if there
  is sufficient register pressure to make this impractical.

A shader using 128 geometry input components, and having an input type
of triangles_adjacency, would use up:

- 1 register for r0 (which holds URB handles and various pieces of
  control information).

- 1 register for gl_PrimitiveID.

- 102 registers for geometry shader inputs (17 registers per input
  vertex, assuming DUAL_INSTANCED dispatch mode and allowing for one
  register of overhead for gl_Position and gl_PointSize, which are
  present in the URB map even if they are not used).

- Up to 32 registers for push constants.

- 16 registers for the "MRF hack".

That's a total of 152 registers, which is well over the 128 registers
the hardware supports.

Fortunately, the GLSL 1.50 spec allows us to reduce
gl_MaxGeometryInputComponents to 64.  Doing that frees up 48
registers, brining the total down to 104 registers, leaving 24
registers available to do computation.

Fixes piglit test
 src/mesa/drivers/dri/i965/brw_context.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index 307292d..2bd494f 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -400,7 +400,7 @@ brw_initialize_context_constants(struct brw_context *brw)
    if (brw->gen >= 6) {
       ctx->Const.MaxVarying = 32;
       ctx->Const.VertexProgram.MaxOutputComponents = 128;
-      ctx->Const.GeometryProgram.MaxInputComponents = 128;
+      ctx->Const.GeometryProgram.MaxInputComponents = 64;
       ctx->Const.GeometryProgram.MaxOutputComponents = 128;
       ctx->Const.FragmentProgram.MaxInputComponents = 128;

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