[Mesa-dev] [PATCH] radeonsi: Compute correct LDS size for fragment shaders.
Bas Nieuwenhuizen
bas at basnieuwenhuizen.nl
Thu May 5 20:33:26 UTC 2016
No sure where the 36 came from, but we clearly need at least
48 bytes per attribute per primitive.
Signed-off-by: Bas Nieuwenhuizen <bas at basnieuwenhuizen.nl>
---
src/gallium/drivers/radeonsi/si_shader.c | 9 ++++++---
1 file changed, 6 insertions(+), 3 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_shader.c b/src/gallium/drivers/radeonsi/si_shader.c
index 49c498d..211db9f 100644
--- a/src/gallium/drivers/radeonsi/si_shader.c
+++ b/src/gallium/drivers/radeonsi/si_shader.c
@@ -5640,15 +5640,18 @@ static void si_shader_dump_stats(struct si_screen *sscreen,
/* Compute LDS usage for PS. */
if (processor == PIPE_SHADER_FRAGMENT) {
- /* The minimum usage per wave is (num_inputs * 36). The maximum
- * usage is (num_inputs * 36 * 16).
+ /* The minimum usage per wave is (num_inputs * 48). The maximum
+ * usage is (num_inputs * 48 * 16).
* We can get anything in between and it varies between waves.
*
+ * The 48 bytes per input for a single primitive is equal to
+ * 4 bytes/component * 4 components/input * 3 points.
+ *
* Other stages don't know the size at compile time or don't
* allocate LDS per wave, but instead they do it per thread group.
*/
lds_per_wave = conf->lds_size * lds_increment +
- align(num_inputs * 36, lds_increment);
+ align(num_inputs * 48, lds_increment);
}
/* Compute the per-SIMD wave counts. */
--
2.8.2
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