/**
* Max texture sizes
*/
-#define LP_MAX_TEXTURE_2D_LEVELS 13 /* 4K x 4K for now */
-#define LP_MAX_TEXTURE_3D_LEVELS 10 /* 512 x 512 x 512 for now */
+#define LP_MAX_TEXTURE_SIZE (1 * 1024 * 1024 * 1024ULL) /* 1GB for now */
+#define LP_MAX_TEXTURE_2D_LEVELS 14 /* 8K x 8K for now */
+#define LP_MAX_TEXTURE_3D_LEVELS 12 /* 2K x 2K x 2K for now */
+#define LP_MAX_TEXTURE_CUBE_LEVELS 14 /* 8K x 8K for now */
+#define LP_MAX_TEXTURE_ARRAY_LAYERS 512 /* 8K x 512 / 8K x 8K x 512 */
/** This must be the larger of LP_MAX_TEXTURE_2D/3D_LEVELS */
#define LP_MAX_WIDTH (1 << (LP_MAX_TEXTURE_LEVELS - 1))
-#define LP_MAX_THREADS 8
+#define LP_MAX_THREADS 16
/**
*/
#define LP_MAX_SHADER_VARIANTS 1024
+/**
+ * Max number of instructions (for all fragment shaders combined per context)
+ * that will be kept around (counted in terms of llvm ir).
+ */
+#define LP_MAX_SHADER_INSTRUCTIONS (2048 * LP_MAX_SHADER_VARIANTS)
+
/**
* Max number of setup variants that will be kept around.
*