Ian Romanick <i...@freedesktop.org> writes: > 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*
Given that it's a matter of fixable optimization performance, I'd rather wait until we're faced with a failing application, and at that point hopefully decide to just improve optimization. Roland's point that the hardware that people would be targeting ARB-fp Cg apps to limited you to 512 instructions was pretty indicative to me that we shouldn't expect an app to trip over it.
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