v3d: Add and use a define for the number of channels in a QPU invocation.

A shader invocation always executes 16 channels together, so we often end
up multiplying things by this magic 16 number.  Give it a name.
This commit is contained in:
Eric Anholt 2019-04-11 13:27:22 -07:00
parent b88ef3bd76
commit 89b7df552b
3 changed files with 9 additions and 3 deletions

View file

@ -24,6 +24,11 @@
#ifndef V3D_LIMITS_H
#define V3D_LIMITS_H
/* Number of channels a QPU thread executes in parallel. Also known as
* gl_SubGroupSizeARB.
*/
#define V3D_CHANNELS 16
#define V3D_MAX_FS_INPUTS 64
#define V3D_MAX_VS_INPUTS 64

View file

@ -628,7 +628,7 @@ v3d_vs_set_prog_data(struct v3d_compile *c,
* batches.
*/
assert(c->devinfo->vpm_size);
int sector_size = 16 * sizeof(uint32_t) * 8;
int sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
int vpm_size_in_sectors = c->devinfo->vpm_size / sector_size;
int half_vpm = vpm_size_in_sectors / 2;
int vpm_output_sectors = half_vpm - prog_data->vpm_input_size;

View file

@ -205,7 +205,7 @@ v3d_spill_reg(struct v3d_compile *c, int spill_temp)
if (!is_uniform) {
uint32_t spill_offset = c->spill_size;
c->spill_size += 16 * sizeof(uint32_t);
c->spill_size += V3D_CHANNELS * sizeof(uint32_t);
if (spill_offset == 0)
v3d_setup_spill_base(c);
@ -624,7 +624,8 @@ v3d_register_allocate(struct v3d_compile *c, bool *spilled)
* conformance tests to make sure that spilling works.
*/
int force_register_spills = 0;
if (c->spill_size < 16 * sizeof(uint32_t) * force_register_spills) {
if (c->spill_size <
V3D_CHANNELS * sizeof(uint32_t) * force_register_spills) {
int node = v3d_choose_spill_node(c, g, temp_to_node);
if (node != -1) {
v3d_spill_reg(c, map[node].temp);