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authorBrian Paul <[email protected]>2009-03-31 17:06:22 -0600
committerBrian Paul <[email protected]>2009-04-03 09:07:04 -0600
commit597cd5b94e4818679af1134d053541f3d2cfb80e (patch)
treeb2bb0c1c7cb1e98962f33cc773e982f311be25ce /docs/games.html
parentba8b25a46cdd52e7b9116cc7d76dc4db4d667464 (diff)
i965: check-point commit of new constant buffer support
Currently, shader constants are stored in the GRF (loaded from the CURBE prior to shader execution). This severly limits the number of constants and temps that we can support. This new code will support (practically) unlimited size constant buffers and free up registers in the GRF. We allocate a new buffer object for the constants and read them with "Read" messages/instructions. When only a small number of constants are used, we can still use the old method. The code works for fragment shaders only (and is actually disabled) for now. Need to do the same thing for vertex shaders and need to add the necessary code-gen to fetch the constants which are referenced by the shader instructions.
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