Hi,

it seems that games increasingly expect to be able to use 32 samplers in
their shaders. This series is intended to enable that for radeonsi, but
as a side effect also does so for the Gallium software renderers. It's
mostly an exercise in changing constants.

This increases the size of descriptor sets in radeonsi quite significantly.
We should probably start to track the highest non-NULL descriptors and
use that to reduce the amount of stuff we copy around - keeping in mind
the robust buffer access requirements. It may be worth it to look at the
constant engine patches again.

Please review!

Thanks,
Nicolai
--
 .../auxiliary/draw/draw_pipe_aaline.c        |  2 +-
 src/gallium/auxiliary/util/u_pstipple.c      |  2 +-
 src/gallium/drivers/radeonsi/si_blit.c       | 12 +++++------
 .../drivers/radeonsi/si_descriptors.c        | 20 +++++++++---------
 src/gallium/drivers/radeonsi/si_pipe.c       |  2 +-
 src/gallium/drivers/radeonsi/si_pipe.h       |  4 ++--
 src/gallium/drivers/radeonsi/si_state.h      |  6 +++---
 src/gallium/include/pipe/p_state.h           |  2 +-
 src/mesa/state_tracker/st_glsl_to_tgsi.cpp   |  2 +-
 9 files changed, 26 insertions(+), 26 deletions(-)

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