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Can a Mali-G71 use a SSBO in a vertex shader ?

I've been able to set up a SSBO (storage shader buffer object) and use it in both a compute and fragment shaders.

Moreover, I would like to use it directly in a vertex shader :

layout(std140, binding = 3) buffer destBuffer
{
    mediump float data[];
};

However, I get an error message :

The number of vertex shader storage blocks (1) is greater than the maximum number allowed (0)

Is it possible to fix this ?

If not, is there a way to prodive data modified in a compute shader to a vertex shader.

Thank you.

Parents
  • Is it possible to fix this ?

    No; the current limit supported by Mali is zero so the error message is correct in this case.

    If not, is there a way to prodive data modified in a compute shader to a vertex shader.

    As long as the vertex shader usage is read-only, and the buffer fits inside the UBO size limits, can you just bind it as a uniform buffer for the vertex shader draw call?

    Cheers, 
    Pete

Reply
  • Is it possible to fix this ?

    No; the current limit supported by Mali is zero so the error message is correct in this case.

    If not, is there a way to prodive data modified in a compute shader to a vertex shader.

    As long as the vertex shader usage is read-only, and the buffer fits inside the UBO size limits, can you just bind it as a uniform buffer for the vertex shader draw call?

    Cheers, 
    Pete

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