i965: Pretend there are 4 subslices for compute shader threads on Gen9+.

Similar to what we did for pixel shader threads - see gen_device_info.c.

We don't want to bump the actual Maximum Number of Threads though, so
we adjust it here.  For pixel shaders, we don't use max_wm_threads, so
we could just bump it globally.

Supposedly fixes Piglit tests:
arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-i64vec3-int64_t
arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-i64vec4-int64_t
arb_gpu_shader_int64/execution/built-in-functions/cs-op-div-u64vec4-uint64_t

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Kenneth Graunke 2017-11-08 10:56:00 -08:00
parent 3e9533d9b8
commit 8ecdbb6136

View file

@ -357,7 +357,19 @@ brw_alloc_stage_scratch(struct brw_context *brw,
thread_count = devinfo->max_wm_threads;
break;
case MESA_SHADER_COMPUTE: {
const unsigned subslices = MAX2(brw->screen->subslice_total, 1);
unsigned subslices = MAX2(brw->screen->subslice_total, 1);
/* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
*
* "Scratch Space per slice is computed based on 4 sub-slices. SW must
* allocate scratch space enough so that each slice has 4 slices
* allowed."
*
* According to the other driver team, this applies to compute shaders
* as well. This is not currently documented at all.
*/
if (devinfo->gen >= 9)
subslices = 4;
/* WaCSScratchSize:hsw
*