History log of /external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
bc8509b43b591796fa7c3b7a7497053eb298dc8b 06-Jul-2012 José Fonseca <jfonseca@vmware.com> llvmpipe: Bump the maximum texture size (in pixels).

But cap the size in bytes, to avoid depleting the whole system memory,
with humongus textures.

Tested with max-texture-size piglit test.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
6cf7245f6938e27c9b8a1742f27659aec017bbdc 30-Nov-2011 José Fonseca <jfonseca@vmware.com> llvmpipe: Trim the fragment shader cached based on LLVM IR instruction count.

Number of fragment shader variants is not very representative of the
memory used by LLVM, neither is number of shader instructions, as often
texture sampling constitutes most of the generated code.

This change adds an additional trim criteria: least recently used
fragment shader variants will be freed until the total number of LLVM IR
instruction falls below a specified threshold.

Reviewed-by: Brian Paul <brianp@vmware.com>
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
5b4c43d98556c5a4806757513bcb196a724518c5 05-Sep-2010 Keith Whitwell <keithw@vmware.com> llvmpipe: use llvm for attribute interpolant calculation

Basically no change relative to hard-coded version, but this will
be useful for other changes later.
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
17c9d7eea7b3365c59455a731fcb81e69bb86ce2 18-Jun-2010 Roland Scheidegger <sroland@vmware.com> llvmpipe: limit the number of fragment shader variants kept around

llvmpipe can create a large number of shader variants for a single shader
(which are quite big), and they were only ever deleted if the shader itself
was deleted. This is especially apparent in things like glean
blendFunc where a new variant is created for every different subtest, chewing
up all memory.
This change limits the numbers of fragment shader variants (for all shaders)
which are kept around to a fixed number. If that would be exceeded a fixed
portion of the cached variants is deleted (since without tracking the used
variants this involves flushing we don't want to delete only one).
Always the least recently used variants (from all shaders together) are
deleted.
For now this is all per-context.
Both the number of how many variants are cached (1024) as well as how many
will be deleted at once (1/4 of the cache size) are just rough guesses and
subject to further optimization.
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
bb527c0af6c53b335330da1063979f5ac3a19174 27-Apr-2010 Brian Paul <brianp@vmware.com> llvmpipe: implement max scene size

When the size of the scene (binned data plus referenced resources/textures)
exceeds LP_MAX_SCENE_SIZE flush/render the scene. This could be improved
in various ways but is a good start.

Fixes piglit streaming-texture-leak test.
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
39be50dcdebe6bcbb48cb6aa8ac151eee811acb1 24-Apr-2010 José Fonseca <jfonseca@vmware.com> llvmpipe: Move the determination of the number of threads to the screen.
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
158f9d56e0ae9ab5d879b8db32e672eebb667e2a 23-Apr-2010 Brian Paul <brianp@vmware.com> llvmpipe: increase max 2D texture / surface size to 4K x 4K
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
4a72ec49f671015cd556ca2efbe5327f8e02fb28 23-Apr-2010 Brian Paul <brianp@vmware.com> llvmpipe: rename MAXWIDTH, MAXHEIGHT
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h
2de31f2bf2b9c68aaa76a63fa0d0d3e0731ccfb5 23-Apr-2010 Brian Paul <brianp@vmware.com> llvmpipe: rename lp_tile_size.h to lp_limits.h

Collect the various driver limits in one place since.
/external/mesa3d/src/gallium/drivers/llvmpipe/lp_limits.h