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authorEric Anholt <[email protected]>2013-05-23 11:10:15 -0700
committerEric Anholt <[email protected]>2013-06-06 14:37:41 -0700
commit38e77e545d06bf5ac0e185f2a1581a97bafdab56 (patch)
treea907d7de6f8cc8080539f21f90e04464089e5784 /src/gallium/auxiliary/tgsi/tgsi_iterate.c
parent93c8692ce92d396f0a4db5bc91d8e7322fa7dd50 (diff)
glsl: Fix uniform buffer object counting.
We were counting uniforms located in UBOs against the default uniform block limit, while not doing any counting against the specific combined limit. Note that I couldn't quite find justification for the way I did this, but I think it's the only sensible thing: The spec talks about components, so each "float" in a std140 block would count as 1 component and a "vec4" would count as 4, though they occupy the same amount of space. Since GPU limits on uniform buffer loads are surely going to be about the size of the blocks, I just counted them that way. Fixes link failures in piglit arb_uniform_buffer_object/maxuniformblocksize when ported to geometry shaders on Paul's GS branch, since in that case the max block size is bigger than the default uniform block component limit. Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/tgsi/tgsi_iterate.c')
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