On Tue, Sep 29, 2015 at 4:33 AM, Iago Toral <ito...@igalia.com> wrote: > Hi ilia, > > On Tue, 2015-09-29 at 03:53 -0400, Ilia Mirkin wrote: >> Hi Samuel, and any other onlookers, >> >> I was wondering why the decision was made to stick SSBO's onto the >> same list as constbufs. Seems like they're entirely separate entities, >> no? Perhaps I'm missing something? > > The reason for this was that there is a lot of code in the compiler to > handle uniform blocks and all the rules for them and we needed the same > treatment for SSBOs, so that seemed like a reasonable way forward to > reuse a lot of the code in the compiler front end. I think the only > place where we needed to make explicit distinctions is when we check for > resource limits, since these are different for UBOs and SSBOs of course. > Although UBOs and SSBOs are separate entities they have a lot of > similarities too, so that did not look like a terrible idea, considering > the benefits.
My concern is around indexing... now the per-stage indices are in the combined UBO/SSBO space -- how do I tease out the individual ones? Easy enough when you can loop over NumUniformBlocks and just count the right type, but what about in the shader, where I get the buffer index in a ir_rvalue? Thanks, -ilia _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev