draw: add support for num_samples + sample_stride to the image paths
[mesa.git] / src / gallium / drivers / llvmpipe / lp_limits.h
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27
28 /**
29 * Implementation limits for LLVMpipe driver.
30 */
31
32 #ifndef LP_LIMITS_H
33 #define LP_LIMITS_H
34
35
36 /**
37 * Tile size (width and height). This needs to be a power of two.
38 */
39 #define TILE_ORDER 6
40 #define TILE_SIZE (1 << TILE_ORDER)
41
42
43 /**
44 * Max texture sizes
45 */
46 /**
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).
49 */
50 #define LP_MAX_TEXTURE_SIZE (2 * 1024 * 1024 * 1024ULL)
51 #define LP_MAX_TEXTURE_2D_LEVELS 14 /* 8K x 8K for now */
52 #define LP_MAX_TEXTURE_3D_LEVELS 12 /* 2K x 2K x 2K for now */
53 #define LP_MAX_TEXTURE_CUBE_LEVELS 14 /* 8K x 8K for now */
54 #define LP_MAX_TEXTURE_ARRAY_LAYERS 512 /* 8K x 512 / 8K x 8K x 512 */
55
56
57 /** This must be the larger of LP_MAX_TEXTURE_2D/3D_LEVELS */
58 #define LP_MAX_TEXTURE_LEVELS LP_MAX_TEXTURE_2D_LEVELS
59
60
61 /**
62 * Max drawing surface size is the max texture size
63 */
64 #define LP_MAX_HEIGHT (1 << (LP_MAX_TEXTURE_LEVELS - 1))
65 #define LP_MAX_WIDTH (1 << (LP_MAX_TEXTURE_LEVELS - 1))
66
67
68 #define LP_MAX_THREADS 16
69
70
71 /**
72 * Max bytes per scene. This may be replaced by a runtime parameter.
73 */
74 #define LP_MAX_SCENE_SIZE (512 * 1024 * 1024)
75
76 /**
77 * Max number of shader variants (for all shaders combined,
78 * per context) that will be kept around.
79 */
80 #define LP_MAX_SHADER_VARIANTS 1024
81
82 /**
83 * Max number of instructions (for all fragment shaders combined per context)
84 * that will be kept around (counted in terms of llvm ir).
85 */
86 #define LP_MAX_SHADER_INSTRUCTIONS (2048 * LP_MAX_SHADER_VARIANTS)
87
88 /**
89 * Max number of setup variants that will be kept around.
90 *
91 * These are determined by the combination of the fragment shader
92 * input signature and a small amount of rasterization state (eg
93 * flatshading). It is likely that many active fragment shaders will
94 * share the same setup variant.
95 */
96 #define LP_MAX_SETUP_VARIANTS 64
97
98 /*
99 * Max point size reported. Cap vertex shader point sizes to this.
100 */
101 #define LP_MAX_POINT_WIDTH 255.0f
102 #endif /* LP_LIMITS_H */