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authorKenneth Graunke <[email protected]>2015-09-08 15:41:11 -0700
committerKenneth Graunke <[email protected]>2015-09-10 02:26:26 -0700
commitbf58a2c362d5afdba512f40b3eb300154201c7f0 (patch)
tree2aeb857a724c3efaae707836f3908612072b3b9b
parent74b86b971f3bf9b0482341b07c1cbc2e520fb1d0 (diff)
i965: Advertise 65536 for GL_MAX_UNIFORM_BLOCK_SIZE.
Our old value of 16384 is the minimum value. DirectX apparently requires 65536 at a minimum; that's also what nVidia and the Intel Windows driver advertise. AMD advertises MAX_INT. Ilia Mirkin noticed that "Shadow Warrior" uses UBOs larger than 16k on Nouveau, which advertises 65536 bytes for this limit. Traces captured on Nouveau don't work on i965 because our lower limit causes the GLSL linker to reject the captured shaders. While this isn't important in and of itself, it does suggest that raising the limit would be beneficial. We can read linear buffers up to 2^27 bytes in size, so raising this should be safe; we could probably even go larger. For now, matching nVidia and Intel/Windows seems like a good plan. We have to reinitialize MaxCombinedUniformComponents as core Mesa will have set it based on a stale value for MaxUniformBlockSize. According to Tapani, there's an unreleased game that asserts on this. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Cc: "11.0" <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_context.c9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index 907b2a07353..7c1c13300dc 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -323,6 +323,15 @@ brw_initialize_context_constants(struct brw_context *brw)
ctx->Const.StripTextureBorder = true;
+ ctx->Const.MaxUniformBlockSize = 65536;
+ for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_program_constants *prog = &ctx->Const.Program[i];
+ prog->MaxUniformBlocks = 12;
+ prog->MaxCombinedUniformComponents =
+ prog->MaxUniformComponents +
+ ctx->Const.MaxUniformBlockSize / 4 * prog->MaxUniformBlocks;
+ }
+
ctx->Const.MaxDualSourceDrawBuffers = 1;
ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = max_samplers;