Hi Nicolai and Marek,
Gallium nine associates to every d3d usage/index a generic unique index.
That should fit on a 16bits integer, but not for 32 values.
We could fit in 32 indexes by recompiling vertex and pixel shaders to match,
but one advantage of gallium nine is we don't need much recompi
On 10/05/2017 09:17, Nicolai Hähnle wrote:
On 10.05.2017 08:58, Axel Davy wrote:
Hi Nicolai and Marek,
Gallium nine associates to every d3d usage/index a generic unique index.
That should fit on a 16bits integer, but not for 32 values.
Hold on, you're saying the semantic index could be as hi
On 10.05.2017 08:58, Axel Davy wrote:
Hi Nicolai and Marek,
Gallium nine associates to every d3d usage/index a generic unique index.
That should fit on a 16bits integer, but not for 32 values.
Hold on, you're saying the semantic index could be as high as 65535? I
guess you're saved by the fa
Hi Axel,
Any idea about how many GENERIC indices nine uses? It would be nice to
be able to remove the second bitfield in radeonsi, and we still have
some slack, so could support more than the 32 that are exposed for OpenGL.
Thanks,
Nicolai
On 05.05.2017 19:35, Marek Olšák wrote:
Hi Nicolai,
Hi Nicolai,
This might break Nine, because it uses GENERIC indices greater than
31. The idea is that we support 32, but allow indices up to 60 as long
as the number of declared varyings is <= 32.
Axel can probably answer which maximum GENERIC index we can normally expect.
Marek
On Wed, May 3, 2
From: Nicolai Hähnle
We only advertise a maximum of 32 inputs and outputs in each shader stage,
so everything fits into 64 bits.
---
src/gallium/drivers/radeonsi/si_shader.c| 35 +++---
src/gallium/drivers/radeonsi/si_shader.h| 6 +---
src/gallium/drivers/radeons