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>
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@@ -43,8 +43,9 @@
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/**
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* Max texture sizes
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*/
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#define LP_MAX_TEXTURE_2D_LEVELS 13 /* 4K x 4K for now */
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#define LP_MAX_TEXTURE_3D_LEVELS 10 /* 512 x 512 x 512 for now */
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#define LP_MAX_TEXTURE_SIZE (1 * 1024 * 1024 * 1024ULL) /* 1GB for now */
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#define LP_MAX_TEXTURE_2D_LEVELS 14 /* 8K x 8K for now */
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#define LP_MAX_TEXTURE_3D_LEVELS 11 /* 1K x 1K x 1K for now */
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/** This must be the larger of LP_MAX_TEXTURE_2D/3D_LEVELS */
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@@ -112,6 +112,7 @@ llvmpipe_texture_layout(struct llvmpipe_screen *screen,
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unsigned width = pt->width0;
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unsigned height = pt->height0;
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unsigned depth = pt->depth0;
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size_t total_size = 0;
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assert(LP_MAX_TEXTURE_2D_LEVELS <= LP_MAX_TEXTURE_LEVELS);
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assert(LP_MAX_TEXTURE_3D_LEVELS <= LP_MAX_TEXTURE_LEVELS);
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@@ -168,6 +169,11 @@ llvmpipe_texture_layout(struct llvmpipe_screen *screen,
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}
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}
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total_size += lpr->num_slices_faces[level] * lpr->img_stride[level];
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if (total_size > LP_MAX_TEXTURE_SIZE) {
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goto fail;
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}
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/* Compute size of next mipmap level */
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width = u_minify(width, 1);
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height = u_minify(height, 1);
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