1 /**************************************************************************
3 * Copyright 2010-2012 VMware, Inc.
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26 **************************************************************************/
29 #ifndef LP_BLD_LIMITS_H_
30 #define LP_BLD_LIMITS_H_
35 #include "pipe/p_state.h"
36 #include "pipe/p_defines.h"
40 * TGSI translation limits.
42 * Some are slightly above SM 3.0 requirements to give some wiggle room to
46 #define LP_MAX_TGSI_TEMPS 4096
48 #define LP_MAX_TGSI_ADDRS 16
50 #define LP_MAX_TGSI_IMMEDIATES 4096
52 #define LP_MAX_TGSI_PREDS 16
54 #define LP_MAX_TGSI_CONSTS 4096
56 #define LP_MAX_TGSI_CONST_BUFFERS 16
58 #define LP_MAX_TGSI_CONST_BUFFER_SIZE (LP_MAX_TGSI_CONSTS * sizeof(float[4]))
61 * For quick access we cache registers in statically
62 * allocated arrays. Here we define the maximum size
65 #define LP_MAX_INLINED_TEMPS 256
67 #define LP_MAX_INLINED_IMMEDIATES 256
70 * Maximum control flow nesting
72 * SM4.0 requires 64 (per subroutine actually, subroutine nesting itself is 32)
73 * SM3.0 requires 24 (most likely per subroutine too)
74 * add 2 more (some translation could add one more)
76 #define LP_MAX_TGSI_NESTING 66
79 * Maximum iterations before loop termination
80 * Shared between every loop in a TGSI shader
82 #define LP_MAX_TGSI_LOOP_ITERATIONS 65535
86 * Some of these limits are actually infinite (i.e., only limited by available
87 * memory), however advertising INT_MAX would cause some test problems to
88 * actually try to allocate the maximum and run out of memory and crash. So
89 * stick with something reasonable here.
92 gallivm_get_shader_param(enum pipe_shader_cap param
)
95 case PIPE_SHADER_CAP_MAX_INSTRUCTIONS
:
96 case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS
:
97 case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS
:
98 case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS
:
99 return 1 * 1024 * 1024;
100 case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH
:
101 return LP_MAX_TGSI_NESTING
;
102 case PIPE_SHADER_CAP_MAX_INPUTS
:
104 case PIPE_SHADER_CAP_MAX_OUTPUTS
:
106 case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE
:
107 return LP_MAX_TGSI_CONST_BUFFER_SIZE
;
108 case PIPE_SHADER_CAP_MAX_CONST_BUFFERS
:
109 return PIPE_MAX_CONSTANT_BUFFERS
;
110 case PIPE_SHADER_CAP_MAX_TEMPS
:
111 return LP_MAX_TGSI_TEMPS
;
112 case PIPE_SHADER_CAP_MAX_PREDS
:
113 return LP_MAX_TGSI_PREDS
;
114 case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED
:
116 case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR
:
117 case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR
:
118 case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR
:
119 case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR
:
121 case PIPE_SHADER_CAP_SUBROUTINES
:
123 case PIPE_SHADER_CAP_INTEGERS
:
125 case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS
:
126 return PIPE_MAX_SAMPLERS
;
127 case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS
:
128 return PIPE_MAX_SHADER_SAMPLER_VIEWS
;
129 case PIPE_SHADER_CAP_PREFERRED_IR
:
130 return PIPE_SHADER_IR_TGSI
;
131 case PIPE_SHADER_CAP_SUPPORTED_IRS
:
132 return 1 << PIPE_SHADER_IR_TGSI
;
133 case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED
:
134 case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE
:
136 case PIPE_SHADER_CAP_DOUBLES
:
138 case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED
:
139 case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED
:
140 case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED
:
141 case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS
:
142 case PIPE_SHADER_CAP_MAX_SHADER_IMAGES
:
144 case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT
:
147 /* if we get here, we missed a shader cap above (and should have seen
148 * a compiler warning.)
154 #endif /* LP_BLD_LIMITS_H_ */