That's interesting.
Some d3d10 docs list this indeed as 15+1 (and that +1 is really needed
too for the immediates, as you can have indirectly addressed immediates
which are little more than ordinary uniforms for the hw).
So does d3d11:
https://msdn.microsoft.com/en-us/library/windows/desktop/ff8190
On Monday, November 30, 2015 04:51:51 PM Matt Turner wrote:
> On Mon, Nov 30, 2015 at 4:49 PM, Kenneth Graunke
> wrote:
> > I believe that DirectX offers 16 UBOs, with one reserved for special
> > purposes. This means that the practical lower bound is 15, even if
> > OpenGL only mandates 12.
> >
On Monday, November 30, 2015 07:55:02 PM Ilia Mirkin wrote:
> How sure are you about this? This would make it very annoying to
> implement on recent (kepler+) nvidia hardware... there are 16 constbuf
> positions total, of which one has to contain texture descriptor data
> (mandated by the hw), and
How sure are you about this? This would make it very annoying to
implement on recent (kepler+) nvidia hardware... there are 16 constbuf
positions total, of which one has to contain texture descriptor data
(mandated by the hw), and it's common to have at least one
driver-internal one. If you're care
On Mon, Nov 30, 2015 at 4:49 PM, Kenneth Graunke wrote:
> I believe that DirectX offers 16 UBOs, with one reserved for special
> purposes. This means that the practical lower bound is 15, even if
> OpenGL only mandates 12.
>
> Without this, Shadow of Mordor shaders fail to work because of limit
>
I believe that DirectX offers 16 UBOs, with one reserved for special
purposes. This means that the practical lower bound is 15, even if
OpenGL only mandates 12.
Without this, Shadow of Mordor shaders fail to work because of limit
checking around GL_MAX_UNIFORM_BUFFER_BINDINGS.
Signed-off-by: Ken