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3 * Copyright 2010 VMware, Inc.
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29 * Implementation limits for LLVMpipe driver.
37 * Tile size (width and height). This needs to be a power of two.
40 #define TILE_SIZE (1 << TILE_ORDER)
47 * 2GB is the actual max currently (we always use 32bit offsets, and both
48 * llvm GEP as well as avx2 gather use signed offsets).
50 #define LP_MAX_TEXTURE_SIZE (2 * 1024 * 1024 * 1024ULL)
51 #define LP_MAX_TEXTURE_2D_LEVELS 15 /* 16K x 16K for now */
52 #define LP_MAX_TEXTURE_3D_LEVELS 12 /* 2K x 2K x 2K for now */
53 #define LP_MAX_TEXTURE_CUBE_LEVELS 15 /* 16K x 16K for now */
54 #define LP_MAX_TEXTURE_ARRAY_LAYERS 2048 /* 16K x 2048 / 16K x 16K x 2048 */
57 /** This must be the larger of LP_MAX_TEXTURE_2D/3D_LEVELS */
58 #define LP_MAX_TEXTURE_LEVELS LP_MAX_TEXTURE_2D_LEVELS
62 * Max drawing surface size is the max texture size
64 #define LP_MAX_HEIGHT (1 << (LP_MAX_TEXTURE_LEVELS - 1))
65 #define LP_MAX_WIDTH (1 << (LP_MAX_TEXTURE_LEVELS - 1))
67 #define LP_MAX_SAMPLES 4
69 #define LP_MAX_THREADS 16
73 * Max bytes per scene. This may be replaced by a runtime parameter.
75 #define LP_MAX_SCENE_SIZE (512 * 1024 * 1024)
78 * Max number of shader variants (for all shaders combined,
79 * per context) that will be kept around.
81 #define LP_MAX_SHADER_VARIANTS 1024
84 * Max number of instructions (for all fragment shaders combined per context)
85 * that will be kept around (counted in terms of llvm ir).
87 #define LP_MAX_SHADER_INSTRUCTIONS (2048 * LP_MAX_SHADER_VARIANTS)
90 * Max number of setup variants that will be kept around.
92 * These are determined by the combination of the fragment shader
93 * input signature and a small amount of rasterization state (eg
94 * flatshading). It is likely that many active fragment shaders will
95 * share the same setup variant.
97 #define LP_MAX_SETUP_VARIANTS 64
100 * Max point size reported. Cap vertex shader point sizes to this.
102 #define LP_MAX_POINT_WIDTH 255.0f
103 #endif /* LP_LIMITS_H */