For Evergreen (the first DX11 radeon), which only supports 12 writable
resources, we'll only expose 8 images, 8 shader storage buffers and 8
atomic counter buffers. There will be a CAP saying that only a total
of 12 is allowed to be used by a shader and all bindings slots will
thus be considered vi
This looks all pretty reasonable, though I can't really figure out if we
could translate from d3d11 to that. In particular, it's UAVs for all of
buffers and images, and I'm not entirely sure if it's actually possible
to figure out which UAV entries are a shader buffer and which ones are a
shader im
This all seems fine to me. This series is:
Reviewed-by: Ilia Mirkin
Might want to wait for someone more experienced with all this to also
take a look before pushing.
-ilia
On Thu, Jul 9, 2015 at 5:46 PM, Marek Olšák wrote:
> From: Marek Olšák
>
> ---
> src/gallium/include/pipe/p_context.
From: Marek Olšák
---
src/gallium/include/pipe/p_context.h | 18 ++
src/gallium/include/pipe/p_state.h | 10 ++
2 files changed, 28 insertions(+)
diff --git a/src/gallium/include/pipe/p_context.h
b/src/gallium/include/pipe/p_context.h
index 022ace5..b4512e7 100644
---