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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