On 29 August 2013 19:37, Chad Versace wrote:
> On 08/26/2013 03:12 PM, Paul Berry wrote:
>
> + /* VS always requires at least 32 URB entries */
>>
>
> Haswell GT2 and GT3 require at least 64 URB entries.
Good catch. Thank you double checking me on that.
I'll make a follow-up patch that add
On 08/26/2013 03:12 PM, Paul Berry wrote:
+ /* VS always requires at least 32 URB entries */
Haswell GT2 and GT3 require at least 64 URB entries.
+ unsigned vs_chunks =
+ ALIGN(32 * vs_entry_size_bytes, chunk_size_bytes) / chunk_size_bytes;
+ unsigned vs_wants =
+ ALIGN(brw->
On 28 August 2013 21:00, Kenneth Graunke wrote:
> On 08/26/2013 03:12 PM, Paul Berry wrote:
>
>> Previously, we gave all of the URB space (other than the small amount
>> that is used for push constants) to the vertex shader. However, when
>> a geometry shader is active, we need to divide it up b
On 08/26/2013 03:12 PM, Paul Berry wrote:
Previously, we gave all of the URB space (other than the small amount
that is used for push constants) to the vertex shader. However, when
a geometry shader is active, we need to divide it up between the
vertex and geometry shaders.
The size of the URB
Previously, we gave all of the URB space (other than the small amount
that is used for push constants) to the vertex shader. However, when
a geometry shader is active, we need to divide it up between the
vertex and geometry shaders.
The size of the URB entries for the vertex and geometry shaders