On Tue, Jan 5, 2016 at 4:04 PM, Matt Arsenault wrote:
>
>> On Jan 5, 2016, at 07:28, Marek Olšák wrote:
>>
>> Hi,
>>
>> I'd like us to do this computation in Mesa, because it can be more
>> accurate there. The pixel shader wave count depends heavily on LDS,
>> because each interpolated input occu
> On Jan 5, 2016, at 07:28, Marek Olšák wrote:
>
> Hi,
>
> I'd like us to do this computation in Mesa, because it can be more
> accurate there. The pixel shader wave count depends heavily on LDS,
> because each interpolated input occupies 12 dwords of LDS per
> primitive and there can be 1-16 p
Hi,
I'd like us to do this computation in Mesa, because it can be more
accurate there. The pixel shader wave count depends heavily on LDS,
because each interpolated input occupies 12 dwords of LDS per
primitive and there can be 1-16 primitives per wave. With 32 inputs
and 16 primitives, you can ge
---
si-report.py | 56 ++--
1 file changed, 54 insertions(+), 2 deletions(-)
diff --git a/si-report.py b/si-report.py
index ec88112..e717af0 100755
--- a/si-report.py
+++ b/si-report.py
@@ -65,6 +65,12 @@ def get_scratch_str(value, suffixes = Tr