asahi: Bump MAX_PUSH_RANGES to the worst-case

This shortcuts all headaches about how big this should be. It does increase
memory usage a bit if there are lots of shader variants compiled, but this
should be tolerable, and can be optimized later if so required. Thanks to the
previous commit, the disk cache size should be unaffected.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22891>
This commit is contained in:
Alyssa Rosenzweig
2023-04-27 14:41:17 -04:00
parent c2f366ce64
commit 25646c7772
+6 -2
View File
@@ -96,8 +96,12 @@ struct PACKED agx_draw_uniforms {
};
};
/* We only push whole elements at a time so we can calculate an upper bound */
#define AGX_MAX_PUSH_RANGES (1 + PIPE_MAX_CONSTANT_BUFFERS + PIPE_MAX_ATTRIBS)
/* In the architecture, there are 512 uniform registers, each 16-bits. In a
* theoretical worst case, we could push to all of them. We use a worst-case
* maximum because the expression for a tight upper bound is too messy and easy
* to go out of sync with the code.
*/
#define AGX_MAX_PUSH_RANGES (512)
struct agx_push_range {
/* Base 16-bit uniform to push to */