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author | Kenneth Graunke <[email protected]> | 2016-10-14 17:59:36 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2016-12-05 20:47:03 -0800 |
commit | a41f5dcb141a11ca5ca0c765c305027b0f0b609e (patch) | |
tree | 882e598fa84bdc3d34128940fcf2a32756100d21 /src/compiler/glsl | |
parent | cd9bb4b9182eb03de576fc20cf407ef05d3e6a6f (diff) |
i965: Allocate at least some URB space even when max_vertices = 0.
Allocating zero URB space is a really bad idea. The hardware has to
give threads a handle to their URB space, and threads have to use that
to terminate the thread. Having it be an empty region just breaks a
lot of assumptions. Hence, why we asserted that it isn't possible.
Unfortunately, it /is/ possible prior to Gen8, if max_vertices = 0.
In theory a geometry shader could do SSBO/image access and maybe
still accomplish something. In reality, this is tripped up by
conformance tests.
Gen8+ already avoids this problem by placing the vertex count DWord
in the URB entry header. This fixes things on earlier generations.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
0 files changed, 0 insertions, 0 deletions