}
}
+/**
+ * Return the number of patches to accumulate before an 8_PATCH mode thread is
+ * launched. In cases with a large number of input control points and a large
+ * amount of VS outputs, the VS URB space needed to store an entire 8 patches
+ * worth of data can be prohibitive, so it can be beneficial to launch threads
+ * early.
+ *
+ * See the 3DSTATE_HS::Patch Count Threshold documentation for the recommended
+ * values. Note that 0 means to "disable" early dispatch, meaning to wait for
+ * a full 8 patches as normal.
+ */
+static int
+get_patch_count_threshold(int input_control_points)
+{
+ if (input_control_points <= 4)
+ return 0;
+ else if (input_control_points <= 6)
+ return 5;
+ else if (input_control_points <= 8)
+ return 4;
+ else if (input_control_points <= 10)
+ return 3;
+ else if (input_control_points <= 14)
+ return 2;
+
+ /* Return patch count 1 for PATCHLIST_15 - PATCHLIST_32 */
+ return 1;
+}
extern "C" const unsigned *
brw_compile_tcs(const struct brw_compiler *compiler,
bool has_primitive_id =
nir->info.system_values_read & (1 << SYSTEM_VALUE_PRIMITIVE_ID);
+ prog_data->patch_count_threshold = get_patch_count_threshold(key->input_vertices);
+
if (compiler->use_tcs_8_patch &&
nir->info.tess.tcs_vertices_out <= (devinfo->gen >= 12 ? 32 : 16) &&
2 + has_primitive_id + key->input_vertices <= 31) {