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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/broadcom/common/v3d_limits.h
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/*
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* Copyright © 2019 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef V3D_LIMITS_H
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#define V3D_LIMITS_H
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/* Number of channels a QPU thread executes in parallel. Also known as
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* gl_SubGroupSizeARB.
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*/
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#define V3D_CHANNELS 16
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#define V3D_MAX_FS_INPUTS 64
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#define V3D_MAX_GS_INPUTS 64
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#define V3D_MAX_VS_INPUTS 64
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#define V3D_MAX_ANY_STAGE_INPUTS MAX3(V3D_MAX_VS_INPUTS, \
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V3D_MAX_GS_INPUTS, \
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V3D_MAX_FS_INPUTS)
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/* For now we need to maintain a different limits for OpenGL and Vulkan due
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* some OpenGL CTS tests hitting register allocation when trying to use all
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* the texture available.
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*
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* FIXME: nir_schedule should be able to handle that. When fixed it would be
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* simpler to keep just one limit
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*/
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#define V3D_VULKAN_MAX_TEXTURE_SAMPLERS 24
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#define V3D_OPENGL_MAX_TEXTURE_SAMPLERS 16
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/* Not specifically a hardware limit, just coordination between compiler and
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* driver.
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*/
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#define V3D_MAX_TEXTURE_SAMPLERS MAX2(V3D_VULKAN_MAX_TEXTURE_SAMPLERS, \
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V3D_OPENGL_MAX_TEXTURE_SAMPLERS)
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/* The HW can do 16384 (15), but we run into hangs when we expose that. */
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#define V3D_MAX_MIP_LEVELS 13
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#define V3D_MAX_SAMPLES 4
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#define V3D_MAX_DRAW_BUFFERS 4
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#define V3D_MAX_POINT_SIZE 512.0f
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#define V3D_MAX_LINE_WIDTH 32
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#define V3D_MAX_BUFFER_RANGE (1 << 27)
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#endif /* V3D_LIMITS_H */
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