On 16.02.2017 23:16, Marek Olšák wrote:
On Thu, Feb 16, 2017 at 4:17 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
On 16.02.2017 13:53, Marek Olšák wrote:

From: Marek Olšák <marek.ol...@amd.com>

Non-VBO descriptors won't be smaller than the cache line, so simply use
the cache line size.


What about SSBOs? Those are just 16 bytes.

Also, shader images are just 32 bytes (though we may have to bump this to 64

We always upload the whole list for non-VBO descriptors, which is
num_slot * slot_size. That's a lot more than a cache line. We could
certainly optimize this for both CE and non-CE paths. The CE path
evicts more cache lines needlessly, while the non-CE path has to
upload more data.

Since only the necessary number of VBO descriptors is uploaded, we can
hang the hardware if the vertex shader is using more inputs than the
vertex element state, which luckily can't happen with st/mesa.

Ah, thanks for the reminder. This patch has my R-b as well.


bytes for multisample image support -- except that it's unclear how to write
to a multisample shader image while keeping the FMASK).

I wouldn't like to support MSAA image stores.

We may not have a choice if games expect to be able to use shader image functionality with MSAA. But I agree that it's ugly.

Nicolai
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