On Tue, 8 Nov 2011 14:32:08 -0800, Kenneth Graunke <kenn...@whitecape.org> wrote: > Although the hardware supports separate binding tables for each pipeline > stage, we don't see much advantage over a single shared table. > > Consider the contents of the binding table: > - Textures (16) > - Draw buffers (8) > - Pull constant buffers (1 for VS, 1 for WM) > > OpenGL's texture bindings are global: the same set of textures is > available to all shader targets. So our binding table entries for > textures would be exactly the same in every table. > > There are only two pull constant buffers (not many), and although draw > buffers aren't interesting to the VS, it shouldn't hurt to have them in > the table. The hardware supports up to 254 binding table entries, and > we currently only use 26. > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
> + brw->state.dirty.brw |= BRW_NEW_VS_BINDING_TABLE; > brw->state.dirty.brw |= BRW_NEW_PS_BINDING_TABLE; > } I was surprised you didn't fold these two state flags together, but I guess it leaves us flexibility if we decide to go back on this later.
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