On Thu, 2015-09-10 at 15:17 -0400, Ilia Mirkin wrote: > On Thu, Sep 10, 2015 at 2:52 PM, Ian Romanick <i...@freedesktop.org> wrote: > > On 09/10/2015 10:45 AM, Ilia Mirkin wrote: > >> On Thu, Sep 10, 2015 at 9:35 AM, Iago Toral Quiroga <ito...@igalia.com> > >> wrote: > >>> From: Samuel Iglesias Gonsalvez <sigles...@igalia.com> > >>> > >>> This patch sets the same value used for uniform buffers. > >>> > >>> Signed-off-by: Samuel Iglesias Gonsalvez <sigles...@igalia.com> > >>> --- > >>> src/mesa/main/config.h | 2 +- > >>> 1 file changed, 1 insertion(+), 1 deletion(-) > >>> > >>> diff --git a/src/mesa/main/config.h b/src/mesa/main/config.h > >>> index b35031d..69acd7d 100644 > >>> --- a/src/mesa/main/config.h > >>> +++ b/src/mesa/main/config.h > >>> @@ -171,7 +171,7 @@ > >>> #define MAX_PROGRAM_LOCAL_PARAMS 4096 > >>> #define MAX_UNIFORMS 4096 > >>> #define MAX_UNIFORM_BUFFERS 15 /* + 1 default uniform buffer > >>> */ > >>> -#define MAX_SHADER_STORAGE_BUFFERS 7 /* + 1 default shader storage > >>> buffer */ > >>> +#define MAX_SHADER_STORAGE_BUFFERS 15 /* + 1 default shader storage > >>> buffer */ > >> > >> Is there such a thing as a default shader storage buffer? I would have > >> assumed not, but haven't read the spec. > > > > Technically no, but I think (and I'm sure Ken will correct me) i965 uses > > one for register spilling. Or is "scratch space" a different sort of thing? > > Sure, but that's a driver-specific thing. The MAX_UNIFORM_BUFFERS > thing is in reference to the number of uniform buffers in the GL. > MAX_SHADER_STORAGE_BUFFERS seems like it should be the same thing. Why > not make it 16? Or perhaps leave it at 15 and remove the comment?
Right, this is used to define the maximum number of binding points available per shader stage. There is no such thing as a default shader storage buffer that is different from the others, I think that comment is just a copy&paste mistake. We can remove the comment and leave this at 15, or round it up to 16 as you suggest. I'd go with the latter. Iago > With uniform buffers, there's a "default" uniform buffer, and then > there are actual user ones. > > > >>> /* 6 is for vertex, hull, domain, geometry, fragment, and compute > >>> shader. */ > >>> #define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 6) > >>> #define MAX_COMBINED_SHADER_STORAGE_BUFFERS > >>> (MAX_SHADER_STORAGE_BUFFERS * 6) > >>> -- > >>> 1.9.1 > >>> > >>> _______________________________________________ > >>> mesa-dev mailing list > >>> mesa-dev@lists.freedesktop.org > >>> http://lists.freedesktop.org/mailman/listinfo/mesa-dev > >> _______________________________________________ > >> mesa-dev mailing list > >> mesa-dev@lists.freedesktop.org > >> http://lists.freedesktop.org/mailman/listinfo/mesa-dev > > > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev