> On Jan 5, 2016, at 07:28, Marek Olšák <mar...@gmail.com> wrote: > > Hi, > > I'd like us to do this computation in Mesa, because it can be more > accurate there. The pixel shader wave count depends heavily on LDS, > because each interpolated input occupies 12 dwords of LDS per > primitive and there can be 1-16 primitives per wave. With 32 inputs > and 16 primitives, you can get 6144 dwords of LDS per wave and this is > without the extra LDS storage needed by derivatives. In a nutshell, > you need to know the number of interpolated inputs, then you can > compute the best case (1 primitive) scenario and the worst case (16 > primitives). > > Marek >
Are these dynamically known counts? I think having a statically known max waves would be useful (and noting that it is maximum static known) in addition to the dynamic from the runtime number of inputs. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev