[Mesa-dev] [PATCH 27/30] i965/gs: Allocate push constant space.
Kenneth Graunke
kenneth at whitecape.org
Tue Aug 20 14:04:01 PDT 2013
On 08/20/2013 11:30 AM, Paul Berry wrote:
> Previously, we would always use the same push constant allocation
> regardless of what shader programs were being run: the available push
> constant space was split into 2 equal size partitions, one for the
> vertex shader, and one for the fragment shader.
>
> Now that we are adding geometry shader support, we need to do
> something smarter. This patch adjusts things so that when a geometry
> shader is in use, we split the available push constant space into 3
> nearly-equal size partitions instead of 2.
>
> Since the push constant allocation is now affected by GL state, it can
> no longer be set up by brw_upload_initial_gpu_state(); instead it must
> be set up by a state atom.
I've actually never seen any performance change from increasing or
decreasing the size of this area. What do you think about just
allocating VS, GS, and PS space all the time?
--Ken
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