[Mesa-dev] [PATCH 03/14] mesa: don't include compute resources in MAX_COMBINED_* limits
Marek Olšák
maraeo at gmail.com
Wed Aug 8 23:55:12 UTC 2018
From: Marek Olšák <marek.olsak at amd.com>
5 is the maximum number of shader stages that can be used by 1 execution
call at the same time (e.g. a draw call). The limit ensures that each
stage can use all of its binding points.
Compute is separate and doesn't need the 5x multiplier.
---
src/mesa/main/config.h | 22 +++++++++++++---------
1 file changed, 13 insertions(+), 9 deletions(-)
diff --git a/src/mesa/main/config.h b/src/mesa/main/config.h
index fdf90d8956f..10c3f7d7725 100644
--- a/src/mesa/main/config.h
+++ b/src/mesa/main/config.h
@@ -163,31 +163,33 @@
* \c MAX_PROGRAM_LOCAL_PARAMS and \c MAX_UNIFORMS are just the assembly shader
* and GLSL shader names for the same thing. They should \b always have the
* same value. Each refers to the number of vec4 values supplied as
* per-program parameters.
*/
/*@{*/
#define MAX_PROGRAM_LOCAL_PARAMS 4096
#define MAX_UNIFORMS 4096
#define MAX_UNIFORM_BUFFERS 15 /* + 1 default uniform buffer */
#define MAX_SHADER_STORAGE_BUFFERS 16
-/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
-#define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 6)
-#define MAX_COMBINED_SHADER_STORAGE_BUFFERS (MAX_SHADER_STORAGE_BUFFERS * 6)
+/* 5 is for vertex, hull, domain, geometry, and fragment shader. Don't
+ * include compute.
+ */
+#define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 5)
+#define MAX_COMBINED_SHADER_STORAGE_BUFFERS (MAX_SHADER_STORAGE_BUFFERS * 5)
#define MAX_ATOMIC_COUNTERS 4096
-/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
-#define MAX_COMBINED_ATOMIC_BUFFERS (MAX_UNIFORM_BUFFERS * 6)
+/* 5 is for vertex, hull, domain, geometry, and fragment shader. */
+#define MAX_COMBINED_ATOMIC_BUFFERS (MAX_UNIFORM_BUFFERS * 5)
/* Size of an atomic counter in bytes according to ARB_shader_atomic_counters */
#define ATOMIC_COUNTER_SIZE 4
#define MAX_IMAGE_UNIFORMS 32
-/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
-#define MAX_IMAGE_UNITS (MAX_IMAGE_UNIFORMS * 6)
+/* 5 is for vertex, hull, domain, geometry, and fragment shader. */
+#define MAX_IMAGE_UNITS (MAX_IMAGE_UNIFORMS * 5)
/*@}*/
/**
* Per-context constants (power of two)
*
* \note
* This value should always be less than or equal to \c MAX_PROGRAM_LOCAL_PARAMS
* and \c MAX_VERTEX_PROGRAM_PARAMS. Otherwise some applications will make
* incorrect assumptions.
*/
@@ -212,22 +214,24 @@
/** For GL_ARB_fragment_program */
/*@{*/
#define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0
#define MAX_FRAGMENT_PROGRAM_PARAMS 64
#define MAX_FRAGMENT_PROGRAM_INPUTS 12
/*@}*/
/** For GL_ARB_vertex_shader */
/*@{*/
#define MAX_VERTEX_GENERIC_ATTRIBS 16
-/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
-#define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6)
+/* 5 is the number of shader stages that can be used at the same time.
+ * compute can't be used at the same time as other shaders.
+ */
+#define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 5)
/*@}*/
/** For GL_ARB_draw_buffers */
/*@{*/
#define MAX_DRAW_BUFFERS 8
/*@}*/
/** For GL_EXT_framebuffer_object */
--
2.17.1
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