Hi,
On 13.05.2017 22:26, Kenneth Graunke wrote:
Shaders can use quite a bit of uniform data. Better to put it in the
upload buffers, like we do for client vertex data, rather than the
batch buffer state area, which is primarly used for indirect state.
This should free up batch space, allowing
Shaders can use quite a bit of uniform data. Better to put it in the
upload buffers, like we do for client vertex data, rather than the
batch buffer state area, which is primarly used for indirect state.
This should free up batch space, allowing us to emit more commands in a
batch before flushing