.num_eu_per_subslice = 6,
.l3_banks = 2,
.urb.size = 192,
+ /* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions
+ * leading to some vertices to go missing if we use too much URB.
+ */
+ .urb.max_entries[MESA_SHADER_VERTEX] = 928,
.simulator_id = 12,
};
.num_subslices = { 2, },
.num_eu_per_subslice = 6,
.l3_banks = 2,
+ /* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions
+ * leading to some vertices to go missing if we use too much URB.
+ */
+ .urb.max_entries[MESA_SHADER_VERTEX] = 928,
.simulator_id = 16,
};
.num_eu_per_subslice = 6,
.l3_banks = 2,
.urb.size = 192,
+ /* GT1 seems to have a bug in the top of the pipe (VF/VS?) fixed functions
+ * leading to some vertices to go missing if we use too much URB.
+ */
+ .urb.max_entries[MESA_SHADER_VERTEX] = 928,
.simulator_id = 24,
};
static const struct gen_device_info gen_device_info_cfl_gt2 = {