anv: pipeline: use correct number of thread for compute
Reproduces this commit :
commit 0fb85ac08d
Author: Kenneth Graunke <kenneth@whitecape.org>
Date: Mon Jun 6 21:37:34 2016 -0700
i965: Use the correct number of threads for compute shaders.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -104,6 +104,8 @@ genX(compute_pipeline_create)(
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ALIGN(cs_prog_data->push.per_thread.regs * cs_prog_data->threads +
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cs_prog_data->push.cross_thread.regs, 2);
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const uint32_t subslices = MAX2(physical_device->subslice_total, 1);
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anv_batch_emit(&pipeline->batch, GENX(MEDIA_VFE_STATE), vfe) {
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vfe.ScratchSpaceBasePointer = (struct anv_address) {
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.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
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@@ -117,7 +119,8 @@ genX(compute_pipeline_create)(
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#else
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vfe.GPGPUMode = true;
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#endif
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vfe.MaximumNumberofThreads = physical_device->max_cs_threads - 1;
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vfe.MaximumNumberofThreads =
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physical_device->max_cs_threads * subslices - 1;
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vfe.NumberofURBEntries = GEN_GEN <= 7 ? 0 : 2;
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vfe.ResetGatewayTimer = true;
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#if GEN_GEN <= 8
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