From: Lionel Landwerlin Date: Wed, 7 Sep 2016 16:32:49 +0000 (+0100) Subject: anv: allocator: correct scratch space for haswell X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=f2d43b44d7c8168228ca1fe85023dffb3a933dca;p=mesa.git anv: allocator: correct scratch space for haswell This reproduces this commit : commit 2213ffdb4bb79856f0556bdf2bfd4bdf57720232 Author: Kenneth Graunke Date: Mon Jun 6 21:37:34 2016 -0700 i965: Allocate scratch space for the maximum number of compute threads. Signed-off-by: Lionel Landwerlin Reviewed-by: Kenneth Graunke --- diff --git a/src/intel/vulkan/anv_allocator.c b/src/intel/vulkan/anv_allocator.c index f694aee92d6..a59ad3cd6f2 100644 --- a/src/intel/vulkan/anv_allocator.c +++ b/src/intel/vulkan/anv_allocator.c @@ -926,13 +926,33 @@ anv_scratch_pool_alloc(struct anv_device *device, struct anv_scratch_pool *pool, struct anv_physical_device *physical_device = &device->instance->physicalDevice; + + /* 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 : physical_device->max_cs_threads; + uint32_t max_threads[] = { [MESA_SHADER_VERTEX] = physical_device->max_vs_threads, [MESA_SHADER_TESS_CTRL] = physical_device->max_hs_threads, [MESA_SHADER_TESS_EVAL] = physical_device->max_ds_threads, [MESA_SHADER_GEOMETRY] = physical_device->max_gs_threads, [MESA_SHADER_FRAGMENT] = physical_device->max_wm_threads, - [MESA_SHADER_COMPUTE] = physical_device->max_cs_threads, + [MESA_SHADER_COMPUTE] = scratch_ids_per_subslice * subslices, }; size = per_thread_scratch * max_threads[stage];