[Mesa-dev] [PATCH] i965: Pretend there are 4 subslices for compute shader threads on Gen9+.
Kenneth Graunke
kenneth at whitecape.org
Wed Nov 8 18:56:00 UTC 2017
Similar to what we did for pixel shader threads - see gen_device_info.c.
We don't want to bump the actual Maximum Number of Threads though, so
we adjust it here. For pixel shaders, we don't use max_wm_threads, so
we could just bump it globally.
Fixes Piglit tests:
arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-i64vec3-int64_t
arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-i64vec4-int64_t
arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-u64vec4-uint64_t
---
src/mesa/drivers/dri/i965/brw_program.c | 14 +++++++++++++-
1 file changed, 13 insertions(+), 1 deletion(-)
diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c
index 7607bc38840..5ecfb9f5b11 100644
--- a/src/mesa/drivers/dri/i965/brw_program.c
+++ b/src/mesa/drivers/dri/i965/brw_program.c
@@ -357,7 +357,19 @@ brw_alloc_stage_scratch(struct brw_context *brw,
thread_count = devinfo->max_wm_threads;
break;
case MESA_SHADER_COMPUTE: {
- const unsigned subslices = MAX2(brw->screen->subslice_total, 1);
+ unsigned subslices = MAX2(brw->screen->subslice_total, 1);
+
+ /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
+ *
+ * "Scratch Space per slice is computed based on 4 sub-slices. SW must
+ * allocate scratch space enough so that each slice has 4 slices
+ * allowed."
+ *
+ * According to the other driver team, this applies to compute shaders
+ * as well. This is not currently documented at all.
+ */
+ if (devinfo->gen >= 9)
+ subslices = 4;
/* WaCSScratchSize:hsw
*
--
2.15.0
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