Am 24.04.2013 00:58, schrieb Zack Rusin: > There can be more stream output decls than shader outputs because > individual components from them can be split and distributed > among different so buffers. > > Signed-off-by: Zack Rusin <za...@vmware.com> > --- > src/gallium/include/pipe/p_state.h | 3 ++- > 1 file changed, 2 insertions(+), 1 deletion(-) > > diff --git a/src/gallium/include/pipe/p_state.h > b/src/gallium/include/pipe/p_state.h > index c0b2bcd..5830dff 100644 > --- a/src/gallium/include/pipe/p_state.h > +++ b/src/gallium/include/pipe/p_state.h > @@ -64,6 +64,7 @@ extern "C" { > #define PIPE_MAX_SHADER_RESOURCES 32 > #define PIPE_MAX_TEXTURE_LEVELS 16 > #define PIPE_MAX_SO_BUFFERS 4 > +#define PIPE_MAX_SO_OUTPUT_COMPONENT_COUNT 128 > > > struct pipe_reference > @@ -198,7 +199,7 @@ struct pipe_stream_output_info > unsigned num_components:3; /** 1 to 4 */ > unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */ > unsigned dst_offset:16; /**< offset into the buffer in dwords */ > - } output[PIPE_MAX_SHADER_OUTPUTS]; > + } output[PIPE_MAX_SO_BUFFERS * PIPE_MAX_SO_OUTPUT_COMPONENT_COUNT]; > }; > > >
Are you sure this isn't overkill, that is if you have multiple buffers this really increases the total number of attributes you can output? I thought this merely allows you to distribute the same number to different buffers. Also I'm not quite convinced with the 128 number. It looks like d3d10 has a limit of 64 components, and it seems like OpenGL would be happy with that as well. Roland _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev