/* Total number of components written, for the shader state record. */
uint32_t vpm_output_size;
+ /* Maximum SIMD dispatch width to not exceed VPM output size limits
+ * in the geometry shader. Notice that the final dispatch width has to
+ * be decided at draw time and could be lower based on the VPM pressure
+ * added by other shader stages.
+ */
+ uint8_t simd_width;
+
/* Output primitive type */
uint8_t out_prim_type;