On Thu, Jan 11, 2018 at 3:51 AM, Gert Wollny <gw.foss...@gmail.com> wrote:
> Am Donnerstag, den 11.01.2018, 08:09 +0100 schrieb Gert Wollny:
>> Am Mittwoch, den 10.01.2018, 15:27 -0500 schrieb Ilia Mirkin:
>> [...]
>> >
>> > If your hardware executes all the vertices in parallel, then a
>> > barrier should be unnecessary.
>>
>> My first try for this patch did not include forcing the barrier into
>> slot x, which in turn resulted in failing piglits, e.g.
>>
>>    tcs-output-array-float-index-rd-after-barrier
>>
>> and I'm quite confident that the LDS r/w order was not broken - also
>> because just forcing the barrier into slot x fixed it, so I guess not
>> all vertices are always processed in parallel, which is also no
>> surprise since the number of shader units attributed to the TCS stage
>> is limited.
> Dropping the barrier altogether doesn't have an impact on the
> tesselation/barrier piglits, but I still wonder what happens if there
> are more vertices to be processed than there are shader units so that
> they can not be processes in parallel ...

The max vertices in a patch is 32, so that is generally within a
hardware's ability to do in a single wave. If it's not, then you
definitely need a barrier.

  -ilia
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