Commit 743899de by Qin Jiajia Committed by Commit Bot

ES31: Implement MAX_SHADER_STORAGE_BLOCK_SIZE

Bug: angleproject:1951 Change-Id: I6353e6ed10a8b441bfbebc10fa6a07cde1cae7d8 Reviewed-on: https://chromium-review.googlesource.com/c/1317377Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
parent 905ee082
...@@ -972,6 +972,13 @@ void SetUAVRelatedResourceLimits(D3D_FEATURE_LEVEL featureLevel, gl::Caps *caps) ...@@ -972,6 +972,13 @@ void SetUAVRelatedResourceLimits(D3D_FEATURE_LEVEL featureLevel, gl::Caps *caps)
caps->maxCombinedAtomicCounters = reservedUAVsForAtomicCounterBuffers * 1024; caps->maxCombinedAtomicCounters = reservedUAVsForAtomicCounterBuffers * 1024;
caps->maxShaderAtomicCounters[gl::ShaderType::Compute] = caps->maxCombinedAtomicCounters; caps->maxShaderAtomicCounters[gl::ShaderType::Compute] = caps->maxCombinedAtomicCounters;
// See
// https://docs.microsoft.com/en-us/windows/desktop/direct3d11/overviews-direct3d-11-resources-limits
// Resource size (in MB) for any of the preceding resources is min(max(128,0.25f * (amount of
// dedicated VRAM)), 2048) MB. So we set it to 128MB to keep same with GL backend.
caps->maxShaderStorageBlockSize =
D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024 * 1024;
// Allocate the remaining slots for images and shader storage blocks. // Allocate the remaining slots for images and shader storage blocks.
// The maximum number of fragment shader outputs depends on the current context version, so we // The maximum number of fragment shader outputs depends on the current context version, so we
// will not set it here. See comments in Context11::initialize(). // will not set it here. See comments in Context11::initialize().
......
...@@ -73,7 +73,6 @@ ...@@ -73,7 +73,6 @@
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_compute_atomic_counters_* = FAIL 1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_compute_atomic_counters_* = FAIL
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_atomic_counter_buffer_size_* = FAIL 1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_atomic_counter_buffer_size_* = FAIL
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_combined_atomic_counters* = FAIL 1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_combined_atomic_counters* = FAIL
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_shader_storage_block_size_* = FAIL
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_uniform_buffer_bindings_* = FAIL 1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_uniform_buffer_bindings_* = FAIL
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_combined_texture_image_units_* = FAIL 1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_combined_texture_image_units_* = FAIL
1442 D3D11 : dEQP-GLES31.functional.state_query.program.compute_work_group_size_get_programiv = FAIL 1442 D3D11 : dEQP-GLES31.functional.state_query.program.compute_work_group_size_get_programiv = FAIL
......
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