gallium: Add PIPE_SHADER_CAP_FP16
[mesa.git] / src / gallium / auxiliary / gallivm / lp_bld_limits.h
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27
28
29 #ifndef LP_BLD_LIMITS_H_
30 #define LP_BLD_LIMITS_H_
31
32
33 #include <limits.h>
34
35 #include "pipe/p_state.h"
36 #include "pipe/p_defines.h"
37
38
39 /*
40 * TGSI translation limits.
41 *
42 * Some are slightly above SM 3.0 requirements to give some wiggle room to
43 * the state trackers.
44 */
45
46 #define LP_MAX_TGSI_TEMPS 4096
47
48 #define LP_MAX_TGSI_ADDRS 16
49
50 #define LP_MAX_TGSI_IMMEDIATES 4096
51
52 #define LP_MAX_TGSI_CONSTS 4096
53
54 #define LP_MAX_TGSI_CONST_BUFFERS 16
55
56 #define LP_MAX_TGSI_CONST_BUFFER_SIZE (LP_MAX_TGSI_CONSTS * sizeof(float[4]))
57
58 /*
59 * For quick access we cache registers in statically
60 * allocated arrays. Here we define the maximum size
61 * for those arrays.
62 */
63 #define LP_MAX_INLINED_TEMPS 256
64
65 #define LP_MAX_INLINED_IMMEDIATES 256
66
67 /**
68 * Maximum control flow nesting
69 *
70 * SM4.0 requires 64 (per subroutine actually, subroutine nesting itself is 32)
71 * SM3.0 requires 24 (most likely per subroutine too)
72 * add 2 more (some translation could add one more)
73 */
74 #define LP_MAX_TGSI_NESTING 66
75
76 /**
77 * Maximum iterations before loop termination
78 * Shared between every loop in a TGSI shader
79 */
80 #define LP_MAX_TGSI_LOOP_ITERATIONS 65535
81
82
83 /**
84 * Some of these limits are actually infinite (i.e., only limited by available
85 * memory), however advertising INT_MAX would cause some test problems to
86 * actually try to allocate the maximum and run out of memory and crash. So
87 * stick with something reasonable here.
88 */
89 static inline int
90 gallivm_get_shader_param(enum pipe_shader_cap param)
91 {
92 switch(param) {
93 case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
94 case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
95 case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
96 case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
97 return 1 * 1024 * 1024;
98 case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
99 return LP_MAX_TGSI_NESTING;
100 case PIPE_SHADER_CAP_MAX_INPUTS:
101 return 32;
102 case PIPE_SHADER_CAP_MAX_OUTPUTS:
103 return 32;
104 case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
105 return LP_MAX_TGSI_CONST_BUFFER_SIZE;
106 case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
107 return PIPE_MAX_CONSTANT_BUFFERS;
108 case PIPE_SHADER_CAP_MAX_TEMPS:
109 return LP_MAX_TGSI_TEMPS;
110 case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
111 return 1;
112 case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
113 case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
114 case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
115 case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
116 return 1;
117 case PIPE_SHADER_CAP_SUBROUTINES:
118 return 1;
119 case PIPE_SHADER_CAP_INTEGERS:
120 return 1;
121 case PIPE_SHADER_CAP_FP16:
122 return 0;
123 case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
124 return PIPE_MAX_SAMPLERS;
125 case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
126 return PIPE_MAX_SHADER_SAMPLER_VIEWS;
127 case PIPE_SHADER_CAP_PREFERRED_IR:
128 return PIPE_SHADER_IR_TGSI;
129 case PIPE_SHADER_CAP_SUPPORTED_IRS:
130 return 1 << PIPE_SHADER_IR_TGSI;
131 case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
132 case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
133 return 1;
134 case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
135 case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
136 case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
137 case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
138 case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
139 case PIPE_SHADER_CAP_LOWER_IF_THRESHOLD:
140 case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
141 return 0;
142 case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
143 return 32;
144 }
145 /* if we get here, we missed a shader cap above (and should have seen
146 * a compiler warning.)
147 */
148 return 0;
149 }
150
151
152 #endif /* LP_BLD_LIMITS_H_ */