This fixes a problem when trying to use large (2K x 2K) texture
images. We'll DMA the image in chunks.
Patch written by Jose.
#include "svga_debug.h"
+#define MAX_DMA_SIZE (8 * 1024 * 1024)
+
+
/**
* Allocate a winsys_buffer (ie. DMA, aka GMR memory).
*
struct svga_winsys_screen *sws = svgascreen->sws;
struct svga_winsys_buffer *buf;
+ /* XXX this shouldn't be a hard-coded number; it should be queried
+ * somehow.
+ */
+ if (size > MAX_DMA_SIZE) {
+ return NULL;
+ }
+
/* Just try */
buf = sws->buffer_create(sws, alignment, usage, size);
if(!buf) {