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List:       wine-devel
Subject:    Re: [PATCH 3/6] wined3d: Handle raw thread group shared memory declarations.
From:       Józef Kucia <joseph.kucia () gmail ! com>
Date:       2017-02-28 16:17:14
Message-ID: CAKF0LCUDFNpGpkkZLwzY6nf_WzHmftDSN-oEqXvMtrs2zj4CYw () mail ! gmail ! com
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On Tue, Feb 28, 2017 at 5:11 PM, Henri Verbeet <hverbeet@gmail.com> wrote:
> On 28 February 2017 at 14:42, Józef Kucia <jkucia@codeweavers.com> wrote:
> > @@ -1047,6 +1047,31 @@ static HRESULT shader_get_registers_used(struct \
> > wined3d_shader *shader, const st {
> > reg_maps->temporary_count = ins.declaration.count;
> > }
> > +        else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
> > +        {
> > +            unsigned int reg_idx = \
> > ins.declaration.tgsm_raw.reg.reg.idx[0].offset; +            if (reg_idx >= \
> > MAX_TGSM_REGISTERS) +            {
> > +                ERR("Invalid TGSM register index %u.\n", reg_idx);
> > +                break;
> > +            }
> > +            if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
> > +            {
> > +                struct wined3d_shader_tgsm *tgsm;
> > +
> > +                if (!wined3d_array_reserve((void **)&reg_maps->tgsm, \
> > &reg_maps->tgsm_capacity, +                        reg_idx + 1, \
> > sizeof(*reg_maps->tgsm)))
> I'm not sure about this. I guess the expectation is that these will
> get allocated consecutively and starting from 0, while even starting
> at MAX_TGSM_REGISTERS-1 and going down wouldn't be terrible. Still,
> I'm wondering if it wouldn't be worth it to only allocate space for
> the number of declarations, and use e.g. bsearch().

Yes, the shader compile seems to always allocate TGSM registers
consecutively. Additionally, the typical shader uses up to a few TGSM
registers (1-5). Anyway, I can change it to use bsearch(), if this is
preferred.


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