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2  *
3  * Copyright 2010 VMware, Inc.
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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 15  /* 16K x 16K for now */
52 #define LP_MAX_TEXTURE_3D_LEVELS 12  /* 2K x 2K x 2K for now */
53 #define LP_MAX_TEXTURE_CUBE_LEVELS 15  /* 16K x 16K for now */
54 #define LP_MAX_TEXTURE_ARRAY_LAYERS 2048 /* 16K x 2048 / 16K x 16K x 2048 */
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 #define LP_MAX_SAMPLES 4
68 
69 #define LP_MAX_THREADS 16
70 
71 
72 /**
73  * Max bytes per scene.  This may be replaced by a runtime parameter.
74  */
75 #define LP_MAX_SCENE_SIZE (512 * 1024 * 1024)
76 
77 /**
78  * Max number of shader variants (for all shaders combined,
79  * per context) that will be kept around.
80  */
81 #define LP_MAX_SHADER_VARIANTS 1024
82 
83 /**
84  * Max number of instructions (for all fragment shaders combined per context)
85  * that will be kept around (counted in terms of llvm ir).
86  */
87 #define LP_MAX_SHADER_INSTRUCTIONS (2048 * LP_MAX_SHADER_VARIANTS)
88 
89 /**
90  * Max number of setup variants that will be kept around.
91  *
92  * These are determined by the combination of the fragment shader
93  * input signature and a small amount of rasterization state (eg
94  * flatshading).  It is likely that many active fragment shaders will
95  * share the same setup variant.
96  */
97 #define LP_MAX_SETUP_VARIANTS 64
98 
99 /*
100  * Max point size reported. Cap vertex shader point sizes to this.
101  */
102 #define LP_MAX_POINT_WIDTH 255.0f
103 #endif /* LP_LIMITS_H */
104