зеркало из https://github.com/AvaloniaUI/angle.git
ES31: Implement MAX_SHADER_STORAGE_BLOCK_SIZE
Bug: angleproject:1951 Change-Id: I6353e6ed10a8b441bfbebc10fa6a07cde1cae7d8 Reviewed-on: https://chromium-review.googlesource.com/c/1317377 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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@ -972,6 +972,13 @@ void SetUAVRelatedResourceLimits(D3D_FEATURE_LEVEL featureLevel, gl::Caps *caps)
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caps->maxCombinedAtomicCounters = reservedUAVsForAtomicCounterBuffers * 1024;
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caps->maxShaderAtomicCounters[gl::ShaderType::Compute] = caps->maxCombinedAtomicCounters;
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// See
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// https://docs.microsoft.com/en-us/windows/desktop/direct3d11/overviews-direct3d-11-resources-limits
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// Resource size (in MB) for any of the preceding resources is min(max(128,0.25f * (amount of
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// dedicated VRAM)), 2048) MB. So we set it to 128MB to keep same with GL backend.
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caps->maxShaderStorageBlockSize =
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D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024 * 1024;
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// Allocate the remaining slots for images and shader storage blocks.
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// The maximum number of fragment shader outputs depends on the current context version, so we
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// will not set it here. See comments in Context11::initialize().
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@ -73,7 +73,6 @@
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1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_compute_atomic_counters_* = FAIL
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1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_atomic_counter_buffer_size_* = FAIL
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1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_combined_atomic_counters* = FAIL
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1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_shader_storage_block_size_* = FAIL
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1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_uniform_buffer_bindings_* = FAIL
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1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_combined_texture_image_units_* = FAIL
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1442 D3D11 : dEQP-GLES31.functional.state_query.program.compute_work_group_size_get_programiv = FAIL
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