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Although the hardware supports separate binding tables for each pipeline stage, we don't see much advantage over a single shared table. Consider the contents of the binding table: - Textures (16) - Draw buffers (8) - Pull constant buffers (1 for VS, 1 for WM) OpenGL's texture bindings are global: the same set of textures is available to all shader targets. So our binding table entries for textures would be exactly the same in every table. There are only two pull constant buffers (not many), and although draw buffers aren't interesting to the VS, it shouldn't hurt to have them in the table. The hardware supports up to 254 binding table entries, and we currently only use 26. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Paul Berry <stereotype441@gmail.com>