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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 #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 
50 
51 /** This must be the larger of LP_MAX_TEXTURE_2D/3D_LEVELS */
52 #define LP_MAX_TEXTURE_LEVELS LP_MAX_TEXTURE_2D_LEVELS
53 
54 
55 /**
56  * Max drawing surface size is the max texture size
57  */
58 #define LP_MAX_HEIGHT (1 << (LP_MAX_TEXTURE_LEVELS - 1))
59 #define LP_MAX_WIDTH  (1 << (LP_MAX_TEXTURE_LEVELS - 1))
60 
61 
62 #define LP_MAX_THREADS 8
63 
64 
65 /**
66  * Max bytes per scene.  This may be replaced by a runtime parameter.
67  */
68 #define LP_MAX_SCENE_SIZE (512 * 1024 * 1024)
69 
70 /**
71  * Max number of shader variants (for all shaders combined,
72  * per context) that will be kept around.
73  */
74 #define LP_MAX_SHADER_VARIANTS 1024
75 
76 /**
77  * Max number of instructions (for all fragment shaders combined per context)
78  * that will be kept around.
79  */
80 #define LP_MAX_SHADER_INSTRUCTIONS (128*1024)
81 
82 /**
83  * Max number of setup variants that will be kept around.
84  *
85  * These are determined by the combination of the fragment shader
86  * input signature and a small amount of rasterization state (eg
87  * flatshading).  It is likely that many active fragment shaders will
88  * share the same setup variant.
89  */
90 #define LP_MAX_SETUP_VARIANTS 64
91 
92 #endif /* LP_LIMITS_H */
93