svga: use the SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS query

Instead of a hard-coded 512.  The query typically returns 65536 now.
Fall back to 512 if the query fails as we do for vertex shaders (which
should never happen).

Note that we don't actually enforce this limit in our shaders but it gets
reported via the glGetProgramivARB(GL_MAX_PROGRAM_INSTRUCTIONS_ARB) query.

Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This commit is contained in:
Brian Paul 2016-04-25 17:12:50 -06:00
parent b5e7907f30
commit 43f46caf76
1 changed files with 3 additions and 0 deletions

View File

@ -431,6 +431,9 @@ vgpu9_get_shader_param(struct pipe_screen *screen, unsigned shader,
{
case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
return get_uint_cap(sws,
SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS,
512);
case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
return 512;