> 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.
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