On 09/24/2012 12:06 PM, Kenneth Graunke wrote:
On 09/22/2012 02:04 PM, Eric Anholt wrote:
I don't know of any programs that would need more than this. The larger
programs I've seen have neared 100 instructions. This prevent excessive
runtimes of automatic tests that attempt to test up to the exposed maximums
(like fp-long-alu).
---
src/mesa/drivers/dri/i965/brw_context.c | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_context.c
b/src/mesa/drivers/dri/i965/brw_context.c
index 1083e28..a7d61bd 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -250,10 +250,10 @@ brwCreateContext(int api,
MIN2(ctx->Const.VertexProgram.MaxNativeParameters,
ctx->Const.VertexProgram.MaxEnvParams);
- ctx->Const.FragmentProgram.MaxNativeInstructions = (16 * 1024);
- ctx->Const.FragmentProgram.MaxNativeAluInstructions = (16 * 1024);
- ctx->Const.FragmentProgram.MaxNativeTexInstructions = (16 * 1024);
- ctx->Const.FragmentProgram.MaxNativeTexIndirections = (16 * 1024);
+ ctx->Const.FragmentProgram.MaxNativeInstructions = (1 * 1024);
+ ctx->Const.FragmentProgram.MaxNativeAluInstructions = (1 * 1024);
+ ctx->Const.FragmentProgram.MaxNativeTexInstructions = (1 * 1024);
+ ctx->Const.FragmentProgram.MaxNativeTexIndirections = (1 * 1024);
ctx->Const.FragmentProgram.MaxNativeAttribs = 12;
ctx->Const.FragmentProgram.MaxNativeTemps = 256;
ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0;
I've definitely seen 600 instruction shaders generated by Cg. (Some
Crystal Space based games use shaders written in Cg, which translates to
stellar ARBfp code...) I'm afraid there may be even bigger ones.
Maybe make it a driconf option? That way if someone has an app that
needs more, they can set it. *shrug*
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