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authorRoland Scheidegger <[email protected]>2017-09-05 00:17:31 +0200
committerRoland Scheidegger <[email protected]>2017-09-07 03:32:01 +0200
commitde6810d9be9d1e6426881774458f8a6f3bed17ee (patch)
treebb18610d856ddf86e927d5fa211da620e034ad2e /src/gallium/auxiliary/tgsi
parente852ecd22b671a5d768bade499a8b42b4336f0b2 (diff)
llvmpipe, draw: increase shader cache limits
We're not particularly concerned with memory usage, if the tradeoff is shader recompiles. And it's common for apps to have a lot of shaders nowadays (and, since our shaders include a LOT of context state of course we may create quite a bit more shaders even). So quadruple the amount of shaders draw will cache (from 128 to 512). For llvmpipe (fs shaders) quadruple the number of instructions, keep the number of variants the same for now (only with very simple, non-texturing shaders the variant limit could really be reached), and simplify the definition, it's probably easier to just have one different definition per branch... Reviewed-by: Jose Fonseca <[email protected]>
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