* Base Address? (If not, it's a normal GPU address.)
*/
bool constant_buffer_0_is_relative;
+
+ /**
+ * Whether or not the driver supports pull constants. If not, the compiler
+ * will attempt to push everything.
+ */
+ bool supports_pull_constants;
};
unsigned *num_pull_constants,
const unsigned max_push_components,
const unsigned max_chunk_size,
+ bool allow_pull_constants,
struct brw_stage_prog_data *stage_prog_data)
{
/* This is the first live uniform in the chunk */
* Vulkan driver, push constants are explicitly exposed via the API
* so we push everything. In GL, we only push small arrays.
*/
- if (stage_prog_data->pull_param == NULL ||
+ if (!allow_pull_constants ||
(*num_push_constants + chunk_size <= max_push_components &&
chunk_size <= max_chunk_size)) {
assert(*num_push_constants + chunk_size <= max_push_components);
push_constant_loc, pull_constant_loc,
&num_push_constants, &num_pull_constants,
max_push_components, max_chunk_size,
+ compiler->supports_pull_constants,
stage_prog_data);
}
push_constant_loc, pull_constant_loc,
&num_push_constants, &num_pull_constants,
max_push_components, max_chunk_size,
+ compiler->supports_pull_constants,
stage_prog_data);
}
screen->compiler->shader_debug_log = shader_debug_log_mesa;
screen->compiler->shader_perf_log = shader_perf_log_mesa;
screen->compiler->constant_buffer_0_is_relative = devinfo->gen < 8;
+ screen->compiler->supports_pull_constants = true;
screen->has_exec_fence =
intel_get_boolean(screen, I915_PARAM_HAS_EXEC_FENCE);