[Mesa-dev] [PATCH v5 02/70] i965: Use 16-byte offset alignment for shader storage buffers

Ben Widawsky ben at bwidawsk.net
Tue Sep 22 17:28:18 PDT 2015


On Tue, Sep 15, 2015 at 11:37:22AM -0700, 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>
> 

I know nothing about SSBOs...

I agree with Kristian assuming something in the API disallows simultaneous
access to the same region from CPU and GPU - in which case, cacheline alignment
doesn't buy anything. Also, when you make the change, please add a comment about
why its 64.

> >     ctx->Const.TextureBufferOffsetAlignment = 16;
> >     ctx->Const.MaxTextureBufferSize = 128 * 1024 * 1024;
> >  
> > -- 
> > 1.9.1
> > 
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