Lionel Landwerlin 6fe2035065 anv: bump maxTessellationControlTotalOutputComponents
Our backend compiler explains the limits as :

   32 bytes for the patch header (tessellation factors)
  480 bytes for per-patch varyings (a varying component is 4 bytes and
            gl_MaxTessPatchComponents = 120)
16384 bytes for per-vertex varyings (a varying component is 4 bytes,
            gl_MaxPatchVertices = 32 and
            gl_MaxTessControlOutputComponents = 128)

In all that's :
  * 32 patches * 128 components (counting tessellation factors)
  * 32 vertices * 128 components

8192 total components.

I'm not sure why the limit was set so low, maybe leftover from older platforms?

Bump the limit to something like competition.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38523>
2025-11-19 22:44:54 +00:00
2025-11-14 19:06:28 +01:00
2025-11-14 19:31:17 +00:00
2025-11-03 22:08:48 +00:00
2025-10-21 02:28:09 +00:00
2025-10-20 17:46:38 +00:00
2025-10-16 03:31:58 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
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