Kenneth Graunke <kenn...@whitecape.org> writes: > On Saturday, February 07, 2015 03:03:44 AM Francisco Jerez wrote: >> Kenneth Graunke <kenn...@whitecape.org> writes: >> >> > On Friday, February 06, 2015 07:23:16 PM Francisco Jerez wrote: >> >> Reviewed-by: Paul Berry <stereotype...@gmail.com> >> >> --- >> >> src/mesa/drivers/dri/i965/brw_context.h | 5 +++++ >> >> src/mesa/drivers/dri/i965/brw_shader.cpp | 7 +++++++ >> >> 2 files changed, 12 insertions(+) >> >> >> >> diff --git a/src/mesa/drivers/dri/i965/brw_context.h >> >> b/src/mesa/drivers/dri/i965/brw_context.h >> >> index bebb0be..e28c65d 100644 >> >> --- a/src/mesa/drivers/dri/i965/brw_context.h >> >> +++ b/src/mesa/drivers/dri/i965/brw_context.h >> >> @@ -341,6 +341,7 @@ struct brw_stage_prog_data { >> >> uint32_t gather_texture_start; >> >> uint32_t ubo_start; >> >> uint32_t abo_start; >> >> + uint32_t image_start; >> >> uint32_t shader_time_start; >> >> /** @} */ >> >> } binding_table; >> >> @@ -621,6 +622,9 @@ struct brw_vs_prog_data { >> >> /** Max number of atomic counter buffer objects in a shader */ >> >> #define BRW_MAX_ABO 16 >> >> >> >> +/** Max number of image units in a shader */ >> >> +#define BRW_MAX_IMAGES 16 >> >> + >> > >> > Out of curiosity, why 16? The Windows driver and Nvidia both seem to >> > use 8, while AMD offers 32: >> > >> > http://delphigl.de/glcapsviewer/gl_stats_caps_single.php?listreportsbycap=GL_MAX_IMAGE_UNITS >> > >> > We have 32 texture units on Haswell these days (though honestly, it's >> > pretty arbitrary...we could have more if we wanted...) >> > >> > That's not an objection - I'm just curious. As is, >> > Reviewed-by: Kenneth Graunke <kenn...@whitecape.org> >> > >> It's completely arbitrary too, IIRC I set it to 16 because back when I >> wrote this patch we were still exposing 16 texture units, so I just used >> the same value. We could definitely expose 32 image units too, should I >> just increase the value to 32 locally? > > That seems like a good idea to me, unless you can think of some reason > not to. I'll leave it up to you :)
Cool, I've increased BRW_MAX_IMAGES to 32 locally. The core mesa patch I just sent will also be required so the GL context and shader objects have enough state entries to keep track of all these image units. :)
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