6fe2035065
Our backend compiler explains the limits as :
32 bytes for the patch header (tessellation factors)
480 bytes for per-patch varyings (a varying component is 4 bytes and
gl_MaxTessPatchComponents = 120)
16384 bytes for per-vertex varyings (a varying component is 4 bytes,
gl_MaxPatchVertices = 32 and
gl_MaxTessControlOutputComponents = 128)
In all that's :
* 32 patches * 128 components (counting tessellation factors)
* 32 vertices * 128 components
8192 total components.
I'm not sure why the limit was set so low, maybe leftover from older platforms?
Bump the limit to something like competition.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38523>