Game Development Reference
In-Depth Information
Resources
OpenGL 4.3
Southern Islands
Kepler
Max texture units
16
32
32
Max texture 2D layers
2,048
8,192
2,048
Max texture 2D size
16,384
16,384
16,384
Max texture 3D size
2,048
8,192
2,048
Max texture buffer size
64
256
128
Max shader storage buffer binding
8
8
Max combined shader storage blocks
8
Max shader buffer size
16 MB
Max uniform blocks per stage
14
15
14
Max combined uniform blocks
84
90
84
Max uniform block size
64 KB
64 KB
64 KB
Max vertex attributes
16
29
16
Max subroutines
256
4,096
1,024
Max texture image units per stage
16
16
32
Max combined texture image units
96
96
192
Figure 2.5.
Some implementation-dependent values used for the count of available
resources.
Built-in
Shader Stage
Description
gl InstanceID
vertex
The instance number of the current draw in an instanced draw call
gl VertexID
vertex
The integer index i implicitly passed by one of the other drawing
commands
gl PrimitiveID
control,
evaluation
The number of primitives processed by the shader since the current
set of rendering primitives was started
gl PrimitiveID
fragment
The value written to the gl PrimitiveID geometry shader output
if a geometry shader is present. Otherwise, it is assigned in the
same manner as with tessellation control and evaluation shaders
gl PrimitiveIDIn
geometry
Filled with the number of primitives processed by the shader since
the current set of rendering primitives was started
gl SampleID
fragment
The sample number of the sample currently being processed
gl InvocationID
control
The number of the output patch vertex assigned to the tessellation
control shader invocation
gl InvocationID
geometry
The invocation number assigned to the geometry shader invocation
gl Layer
fragment
Selected framebuffer layer number
gl ViewportIndex
fragment
Selected viewport number
gl WorkGroupID
compute
The three dimensional index of the global work group that the
current invocation is executing in
gl LocalInvocationID
compute
The three-dimensional index of the local work group within the
global work group that the current invocation is executing in
Figure 2.6. GLSL built-in variables for shader indexing.
 
 
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