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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)
46 #define LP_MAX_TEXTURE_SIZE (1 * 1024 * 1024 * 1024ULL) /* 1GB for now */
47 #define LP_MAX_TEXTURE_2D_LEVELS 14 /* 8K x 8K for now */
48 #define LP_MAX_TEXTURE_3D_LEVELS 11 /* 1K x 1K x 1K for now */
49 #define LP_MAX_TEXTURE_CUBE_LEVELS 13 /* 4K x 4K for now */
50 #define LP_MAX_TEXTURE_ARRAY_LAYERS 512 /* 8K x 512 / 8K x 8K x 512 */
53 /** This must be the larger of LP_MAX_TEXTURE_2D/3D_LEVELS */
54 #define LP_MAX_TEXTURE_LEVELS LP_MAX_TEXTURE_2D_LEVELS
58 * Max drawing surface size is the max texture size
60 #define LP_MAX_HEIGHT (1 << (LP_MAX_TEXTURE_LEVELS - 1))
61 #define LP_MAX_WIDTH (1 << (LP_MAX_TEXTURE_LEVELS - 1))
64 #define LP_MAX_THREADS 8
68 * Max bytes per scene. This may be replaced by a runtime parameter.
70 #define LP_MAX_SCENE_SIZE (512 * 1024 * 1024)
73 * Max number of shader variants (for all shaders combined,
74 * per context) that will be kept around.
76 #define LP_MAX_SHADER_VARIANTS 1024
79 * Max number of instructions (for all fragment shaders combined per context)
80 * that will be kept around.
82 #define LP_MAX_SHADER_INSTRUCTIONS (128*1024)
85 * Max number of setup variants that will be kept around.
87 * These are determined by the combination of the fragment shader
88 * input signature and a small amount of rasterization state (eg
89 * flatshading). It is likely that many active fragment shaders will
90 * share the same setup variant.
92 #define LP_MAX_SETUP_VARIANTS 64
94 #endif /* LP_LIMITS_H */