Re: [Mesa-dev] [PATCH 08/22] i965/gs: Allocate URB space for use by GS.

2013-08-31 Thread Paul Berry
On 29 August 2013 19:37, Chad Versace chad.vers...@linux.intel.com wrote: On 08/26/2013 03:12 PM, Paul Berry wrote: + /* VS always requires at least 32 URB entries */ Haswell GT2 and GT3 require at least 64 URB entries. Good catch. Thank you double checking me on that. I'll make a

Re: [Mesa-dev] [PATCH 08/22] i965/gs: Allocate URB space for use by GS.

2013-08-29 Thread Paul Berry
On 28 August 2013 21:00, Kenneth Graunke kenn...@whitecape.org wrote: On 08/26/2013 03:12 PM, Paul Berry wrote: Previously, we gave all of the URB space (other than the small amount that is used for push constants) to the vertex shader. However, when a geometry shader is active, we need to

Re: [Mesa-dev] [PATCH 08/22] i965/gs: Allocate URB space for use by GS.

2013-08-29 Thread Chad Versace
On 08/26/2013 03:12 PM, Paul Berry wrote: + /* VS always requires at least 32 URB entries */ Haswell GT2 and GT3 require at least 64 URB entries. + unsigned vs_chunks = + ALIGN(32 * vs_entry_size_bytes, chunk_size_bytes) / chunk_size_bytes; + unsigned vs_wants = +

Re: [Mesa-dev] [PATCH 08/22] i965/gs: Allocate URB space for use by GS.

2013-08-28 Thread Kenneth Graunke
On 08/26/2013 03:12 PM, Paul Berry wrote: Previously, we gave all of the URB space (other than the small amount that is used for push constants) to the vertex shader. However, when a geometry shader is active, we need to divide it up between the vertex and geometry shaders. The size of the URB

[Mesa-dev] [PATCH 08/22] i965/gs: Allocate URB space for use by GS.

2013-08-26 Thread Paul Berry
Previously, we gave all of the URB space (other than the small amount that is used for push constants) to the vertex shader. However, when a geometry shader is active, we need to divide it up between the vertex and geometry shaders. The size of the URB entries for the vertex and geometry shaders