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author | Ilia Mirkin <[email protected]> | 2016-11-05 09:31:21 -0400 |
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committer | Ilia Mirkin <[email protected]> | 2016-11-09 20:26:48 -0500 |
commit | 73f53c097a6bbd07572d5e46af4893d17ff8af93 (patch) | |
tree | c224c022da56f96956f2c898ece75d2fc66f0c2f /src/compiler/.gitignore | |
parent | 885c78801785701fdca0217a7b0f992f26115ee4 (diff) |
glsl: record number of components used in each slot for varying packing
Instead of packing varyings into vec4's, keep track of how many
components each slot uses and create varyings with matching types. This
ensures that we don't end up using more components than the orginal
shader, which is especially important for geometry shader output limits.
This comes up for NVIDIA hw, where the limit is 1024 output components
for a GS, and the hardware complains *loudly* if you even think about
going over.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler/.gitignore')
0 files changed, 0 insertions, 0 deletions