i965: Increase G4X default VS URB allocation to actually allow 32 threads.
This improves the performance of my GLSL demo by 30%. It also fixes the VS deadlock that ut2004 had, for reasons I can't explain. Bug #21330.
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@@ -143,7 +143,19 @@ static void recalculate_urb_fence( struct brw_context *brw )
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brw->urb.nr_clip_entries = limits[CLP].preferred_nr_entries;
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brw->urb.nr_sf_entries = limits[SF].preferred_nr_entries;
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brw->urb.nr_cs_entries = limits[CS].preferred_nr_entries;
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brw->urb.constrained = 0;
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if (BRW_IS_G4X(brw)) {
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brw->urb.nr_vs_entries = 64;
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if (check_urb_layout(brw)) {
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goto done;
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} else {
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brw->urb.constrained = 1;
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brw->urb.nr_vs_entries = limits[VS].preferred_nr_entries;
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}
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}
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if (!check_urb_layout(brw)) {
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brw->urb.nr_vs_entries = limits[VS].min_nr_entries;
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brw->urb.nr_gs_entries = limits[GS].min_nr_entries;
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@@ -169,9 +181,8 @@ static void recalculate_urb_fence( struct brw_context *brw )
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if (INTEL_DEBUG & (DEBUG_URB|DEBUG_FALLBACKS))
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_mesa_printf("URB CONSTRAINED\n");
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}
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else
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brw->urb.constrained = 0;
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done:
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if (INTEL_DEBUG & DEBUG_URB)
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_mesa_printf("URB fence: %d ..VS.. %d ..GS.. %d ..CLP.. %d ..SF.. %d ..CS.. %d\n",
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brw->urb.vs_start,
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