Closed GoogleCodeExporter closed 9 years ago
We've had some about these discussions before. ANGLE can do somewhat better on
some of the limits, but in many cases it will be limited by the D3D9 api,
whereas OpenGL is exposing more of the hardware capabilities.
For example MAX_VARYING_VECTORS will only be able to go as high as 10 in D3D9.
Original comment by dan...@transgaming.com
on 17 Nov 2010 at 7:28
That's OK. If we can do only slightly better that is still better than nothing.
Original comment by kbr@chromium.org
on 17 Nov 2010 at 7:30
Original comment by nicolas....@gmail.com
on 25 Nov 2010 at 11:40
r492 increases the number of varyings to 10 on Shader Model 3 devices.
r494 increases the number of vertex attributes to 15.
r495 reduces the number of uniforms consumed to support gl_DepthRange.
r496 increases the number of vertex uniform vectors.
r497 increases the number of fragment uniform vectors.
These changes maximize the reported shader resources to what the device truely
supports, minus what need to be reserved for the implementation. The number of
vertex attributes can likely be increased further to 16, which will be handled
by the buffer implementation rewrite.
Original comment by nicolas....@gmail.com
on 28 Nov 2010 at 12:55
Thank you. This is very much appreciated. Every single parameter slot counts.
Original comment by postfil...@gmail.com
on 28 Nov 2010 at 6:34
Original issue reported on code.google.com by
kbr@chromium.org
on 17 Nov 2010 at 7:17