On Monday, November 30, 2015 04:51:51 PM Matt Turner wrote: > On Mon, Nov 30, 2015 at 4:49 PM, Kenneth Graunke <[email protected]> > wrote: > > I believe that DirectX offers 16 UBOs, with one reserved for special > > purposes. This means that the practical lower bound is 15, even if > > OpenGL only mandates 12. > > > > Without this, Shadow of Mordor shaders fail to work because of limit > > checking around GL_MAX_UNIFORM_BUFFER_BINDINGS. > > > > Signed-off-by: Kenneth Graunke <[email protected]> > > Acked-by: Matt Turner <[email protected]> > > > --- > > src/mesa/drivers/dri/i965/brw_context.h | 2 +- > > 1 file changed, 1 insertion(+), 1 deletion(-) > > > > Shadow of Mordor also needs tessellation, so backporting this wouldn't > > help the game any. > > > > diff --git a/src/mesa/drivers/dri/i965/brw_context.h > > b/src/mesa/drivers/dri/i965/brw_context.h > > index e45df46..e20082f 100644 > > --- a/src/mesa/drivers/dri/i965/brw_context.h > > +++ b/src/mesa/drivers/dri/i965/brw_context.h > > @@ -414,7 +414,7 @@ struct brw_ff_gs_prog_data { > > #define BRW_MAX_DRAW_BUFFERS 8 > > > > /** Max number of UBOs in a shader */ > > -#define BRW_MAX_UBO 12 > > +#define BRW_MAX_UBO 15 > > > > /** Max number of SSBOs in a shader */ > > #define BRW_MAX_SSBO 12 > > Should we increase this as well?
We could. I don't currently have a reason to. Intel and AMD seem to do 16 for that, so maybe we should follow suit... --Ken
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