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