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Lines Matching refs:urb

33  * The following diagram shows how we partition the URB:
35 * 16kb or 32kb Rest of the URB space
39 * | VS/HS/DS/GS/FS Push | VS/HS/DS/GS URB |
43 * Push constants must be stored at the beginning of the URB space,
44 * while URB entries can be stored anywhere. We choose to lay them
49 * Decide how to partition the URB among the various stages.
52 * \param[in] urb_size_bytes - total size of the URB (from L3 config).
55 * \param[in] entry_size - the URB entry size (from the shader compiler)
56 * \param[out] entries - the number of URB entries for each stage
68 /* URB allocations must be done in 8k chunks. */
77 * VS Number of URB Entries must be divisible by 8 if the VS URB Entry
78 * Allocation Size is less than 9 512-bit URB entries.
88 /* VS has a lower limit on the number of URB entries.
91 * "When tessellation is enabled, the VS Number of URB Entries must be
95 192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX],
97 /* There are two constraints on the minimum amount of URB space we can
100 * (1) We need room for at least 2 URB entries, since we always operate
110 devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] : 0,
125 /* Initially, assign each stage the minimum amount of URB space it needs,
140 DIV_ROUND_UP(devinfo->urb.max_entries[i] * entry_size_bytes[i],
185 entries[i] = MIN2(entries[i], devinfo->urb.max_entries[i]);
196 /* Lay out the URB in pipeline order: push constants, VS, HS, DS, GS. */