From de6810d9be9d1e6426881774458f8a6f3bed17ee Mon Sep 17 00:00:00 2001 From: Roland Scheidegger Date: Tue, 5 Sep 2017 00:17:31 +0200 Subject: 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 --- src/gallium/drivers/llvmpipe/lp_limits.h | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'src/gallium/drivers') diff --git a/src/gallium/drivers/llvmpipe/lp_limits.h b/src/gallium/drivers/llvmpipe/lp_limits.h index 5294ced3c4f..c2808162c78 100644 --- a/src/gallium/drivers/llvmpipe/lp_limits.h +++ b/src/gallium/drivers/llvmpipe/lp_limits.h @@ -78,10 +78,8 @@ /** * Max number of instructions (for all fragment shaders combined per context) * that will be kept around (counted in terms of llvm ir). - * Note: the definition looks odd, but there's branches which use a different - * number of max shader variants. */ -#define LP_MAX_SHADER_INSTRUCTIONS MAX2(256*1024, 512*LP_MAX_SHADER_VARIANTS) +#define LP_MAX_SHADER_INSTRUCTIONS (2048 * LP_MAX_SHADER_VARIANTS) /** * Max number of setup variants that will be kept around. -- cgit v1.2.3