&device->instance->physicalDevice;
const struct gen_device_info *devinfo = &physical_device->info;
- /* WaCSScratchSize:hsw
- *
- * Haswell's scratch space address calculation appears to be sparse
- * rather than tightly packed. The Thread ID has bits indicating which
- * subslice, EU within a subslice, and thread within an EU it is.
- * There's a maximum of two slices and two subslices, so these can be
- * stored with a single bit. Even though there are only 10 EUs per
- * subslice, this is stored in 4 bits, so there's an effective maximum
- * value of 16 EUs. Similarly, although there are only 7 threads per EU,
- * this is stored in a 3 bit number, giving an effective maximum value
- * of 8 threads per EU.
- *
- * This means that we need to use 16 * 8 instead of 10 * 7 for the
- * number of threads per subslice.
- */
const unsigned subslices = MAX2(physical_device->subslice_total, 1);
- const unsigned scratch_ids_per_subslice =
- device->info.is_haswell ? 16 * 8 : devinfo->max_cs_threads;
+
+ unsigned scratch_ids_per_subslice;
+ if (devinfo->is_haswell) {
+ /* WaCSScratchSize:hsw
+ *
+ * Haswell's scratch space address calculation appears to be sparse
+ * rather than tightly packed. The Thread ID has bits indicating
+ * which subslice, EU within a subslice, and thread within an EU it
+ * is. There's a maximum of two slices and two subslices, so these
+ * can be stored with a single bit. Even though there are only 10 EUs
+ * per subslice, this is stored in 4 bits, so there's an effective
+ * maximum value of 16 EUs. Similarly, although there are only 7
+ * threads per EU, this is stored in a 3 bit number, giving an
+ * effective maximum value of 8 threads per EU.
+ *
+ * This means that we need to use 16 * 8 instead of 10 * 7 for the
+ * number of threads per subslice.
+ */
+ scratch_ids_per_subslice = 16 * 8;
+ } else if (devinfo->is_cherryview) {
+ /* Cherryview devices have either 6 or 8 EUs per subslice, and each EU
+ * has 7 threads. The 6 EU devices appear to calculate thread IDs as if
+ * it had 8 EUs.
+ */
+ scratch_ids_per_subslice = 8 * 7;
+ } else {
+ scratch_ids_per_subslice = devinfo->max_cs_threads;
+ }
uint32_t max_threads[] = {
[MESA_SHADER_VERTEX] = devinfo->max_vs_threads,