nv50/ir: fix threads calculation for non-compute shaders

We were using the "cp" union fields, which are only valid for compute
shaders. The threads calculation affects the available GPRs, so just
pick a small number for other shader types to avoid limiting available
registers.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
This commit is contained in:
Ilia Mirkin 2017-07-10 20:58:31 -04:00
parent 87028f8639
commit 3645268748
1 changed files with 9 additions and 5 deletions

View File

@ -174,11 +174,15 @@ public:
virtual void getBuiltinCode(const uint32_t **code, uint32_t *size) const = 0;
virtual void parseDriverInfo(const struct nv50_ir_prog_info *info) {
threads = info->prop.cp.numThreads[0] *
info->prop.cp.numThreads[1] *
info->prop.cp.numThreads[2];
if (threads == 0)
threads = info->target >= NVISA_GK104_CHIPSET ? 1024 : 512;
if (info->type == PIPE_SHADER_COMPUTE) {
threads = info->prop.cp.numThreads[0] *
info->prop.cp.numThreads[1] *
info->prop.cp.numThreads[2];
if (threads == 0)
threads = info->target >= NVISA_GK104_CHIPSET ? 1024 : 512;
} else {
threads = 32; // doesn't matter, just not too big.
}
}
virtual bool runLegalizePass(Program *, CGStage stage) const = 0;