v3d: Detect the correct number of QPUs and use it to fix the spill size.

We were missing a * 4 even if the particular hardware matched our
assumption.
This commit is contained in:
Eric Anholt
2019-04-11 12:28:30 -07:00
parent 11ba8a46e4
commit 8a2d91e124
3 changed files with 13 additions and 4 deletions
+3
View File
@@ -35,6 +35,9 @@ struct v3d_device_info {
/** Size of the VPM, in bytes. */
int vpm_size;
/* NSLC * QUPS from the core's IDENT registers. */
int qpu_count;
};
#endif
+6 -4
View File
@@ -376,11 +376,13 @@ v3d_get_compiled_shader(struct v3d_context *v3d,
if (shader->prog_data.base->spill_size >
v3d->prog.spill_size_per_thread) {
/* Max 4 QPUs per slice, 3 slices per core. We only do single
* core so far. This overallocates memory on smaller cores.
/* The TIDX register we use for choosing the area to access
* for scratch space is: (core << 6) | (qpu << 2) | thread.
* Even at minimum threadcount in a particular shader, that
* means we still multiply by qpus by 4.
*/
int total_spill_size =
4 * 3 * shader->prog_data.base->spill_size;
int total_spill_size = (v3d->screen->devinfo.qpu_count * 4 *
shader->prog_data.base->spill_size);
v3d_bo_unreference(&v3d->prog.spill_bo);
v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen,
+4
View File
@@ -594,6 +594,10 @@ v3d_get_device_info(struct v3d_screen *screen)
screen->devinfo.vpm_size = (ident1.value >> 28 & 0xf) * 8192;
int nslc = (ident1.value >> 4) & 0xf;
int qups = (ident1.value >> 8) & 0xf;
screen->devinfo.qpu_count = nslc * qups;
switch (screen->devinfo.ver) {
case 33:
case 41: