On Thu, Jan 11, 2018 at 3:51 AM, Gert Wollny <gw.foss...@gmail.com> wrote: > Am Donnerstag, den 11.01.2018, 08:09 +0100 schrieb Gert Wollny: >> Am Mittwoch, den 10.01.2018, 15:27 -0500 schrieb Ilia Mirkin: >> [...] >> > >> > If your hardware executes all the vertices in parallel, then a >> > barrier should be unnecessary. >> >> My first try for this patch did not include forcing the barrier into >> slot x, which in turn resulted in failing piglits, e.g. >> >> tcs-output-array-float-index-rd-after-barrier >> >> and I'm quite confident that the LDS r/w order was not broken - also >> because just forcing the barrier into slot x fixed it, so I guess not >> all vertices are always processed in parallel, which is also no >> surprise since the number of shader units attributed to the TCS stage >> is limited. > Dropping the barrier altogether doesn't have an impact on the > tesselation/barrier piglits, but I still wonder what happens if there > are more vertices to be processed than there are shader units so that > they can not be processes in parallel ...
The max vertices in a patch is 32, so that is generally within a hardware's ability to do in a single wave. If it's not, then you definitely need a barrier. -ilia _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev