[Mesa-dev] [PATCH v5 02/70] i965: Use 16-byte offset alignment for shader storage buffers
Samuel Iglesias Gonsálvez
siglesias at igalia.com
Tue Sep 15 22:15:05 PDT 2015
On 15/09/15 20:37, Kristian Høgsberg wrote:
> On Thu, Sep 10, 2015 at 03:35:18PM +0200, Iago Toral Quiroga wrote:
>> This is the same we do for other things like uniforms because it ensures
>> optimal performance.
>>
>> Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>
>> ---
>> src/mesa/drivers/dri/i965/brw_context.c | 1 +
>> 1 file changed, 1 insertion(+)
>>
>> diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
>> index 907b2a0..c8e8a68 100644
>> --- a/src/mesa/drivers/dri/i965/brw_context.c
>> +++ b/src/mesa/drivers/dri/i965/brw_context.c
>> @@ -558,6 +558,7 @@ brw_initialize_context_constants(struct brw_context *brw)
>> * However, unaligned accesses are slower, so enforce buffer alignment.
>> */
>> ctx->Const.UniformBufferOffsetAlignment = 16;
>> + ctx->Const.ShaderStorageBufferOffsetAlignment = 16;
>
> This should be a cacheline (64 bytes) so that we can safely have the
> CPU and GPU writing the same SSBO on non-cachecoherent systems (our
> Atom CPUs). With UBOs, the GPU never writes, so there's no
> problem. For an SSBO, the GPU and the CPU can be updating disjoint
> regions of the buffer simultaneously and that will break if the
> regions overlap the same cacheline.
>
> With that change,
>
> Reviewed-by: Kristian Høgsberg <krh at bitplanet.net>
>
Wow, thanks for the explanation. I am going to include it in the commit log.
Sam
>> ctx->Const.TextureBufferOffsetAlignment = 16;
>> ctx->Const.MaxTextureBufferSize = 128 * 1024 * 1024;
>>
>> --
>> 1.9.1
>>
>
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