From 1543e317f1da31b75942316931e8f491a8920811 Mon Sep 17 00:00:00 2001
From: hc <hc@nodka.com>
Date: Thu, 04 Jan 2024 10:08:02 +0000
Subject: [PATCH] disable FB
---
kernel/drivers/gpu/drm/vmwgfx/device_include/svga3d_limits.h | 36 ++++++++++++++++++++++++++++++++----
1 files changed, 32 insertions(+), 4 deletions(-)
diff --git a/kernel/drivers/gpu/drm/vmwgfx/device_include/svga3d_limits.h b/kernel/drivers/gpu/drm/vmwgfx/device_include/svga3d_limits.h
index b22a67f..f4375a4 100644
--- a/kernel/drivers/gpu/drm/vmwgfx/device_include/svga3d_limits.h
+++ b/kernel/drivers/gpu/drm/vmwgfx/device_include/svga3d_limits.h
@@ -1,6 +1,6 @@
/* SPDX-License-Identifier: GPL-2.0 OR MIT */
/**********************************************************
- * Copyright 2007-2015 VMware, Inc.
+ * Copyright 2007-2019 VMware, Inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
@@ -40,11 +40,25 @@
#include "includeCheck.h"
#define SVGA3D_NUM_CLIPPLANES 6
+#define SVGA3D_MAX_CONTEXT_IDS 256
+#define SVGA3D_MAX_SURFACE_IDS (32 * 1024)
+
+/*
+ * While there are separate bind-points for RenderTargetViews and
+ * UnorderedAccessViews in a DXContext, there is in fact one shared
+ * semantic space that the guest-driver can use on any given draw call.
+ * So there are really only 8 slots that can be spilt up between them, with the
+ * spliceIndex controlling where the UAV's sit in the collapsed array.
+ */
#define SVGA3D_MAX_RENDER_TARGETS 8
#define SVGA3D_MAX_SIMULTANEOUS_RENDER_TARGETS (SVGA3D_MAX_RENDER_TARGETS)
#define SVGA3D_MAX_UAVIEWS 8
-#define SVGA3D_MAX_CONTEXT_IDS 256
-#define SVGA3D_MAX_SURFACE_IDS (32 * 1024)
+#define SVGA3D_DX11_1_MAX_UAVIEWS 64
+
+/*
+ * Maximum canonical size of a surface in host-backed mode (pre-GBObjects).
+ */
+#define SVGA3D_HB_MAX_SURFACE_SIZE MBYTES_2_BYTES(128)
/*
* Maximum ID a shader can be assigned on a given context.
@@ -59,6 +73,8 @@
#define SVGA3D_NUM_TEXTURE_UNITS 32
#define SVGA3D_NUM_LIGHTS 8
+#define SVGA3D_MAX_VIDEOPROCESSOR_SAMPLERS 32
+
/*
* Maximum size in dwords of shader text the SVGA device will allow.
* Currently 8 MB.
@@ -66,6 +82,11 @@
#define SVGA3D_MAX_SHADER_MEMORY_BYTES (8 * 1024 * 1024)
#define SVGA3D_MAX_SHADER_MEMORY (SVGA3D_MAX_SHADER_MEMORY_BYTES / \
sizeof(uint32))
+
+/*
+ * The maximum value of threadGroupCount in each dimension
+ */
+#define SVGA3D_MAX_SHADER_THREAD_GROUPS 65535
#define SVGA3D_MAX_CLIP_PLANES 6
@@ -85,7 +106,9 @@
/*
* Maximum number of array indexes in a GB surface (with DX enabled).
*/
-#define SVGA3D_MAX_SURFACE_ARRAYSIZE 512
+#define SVGA3D_SM4_MAX_SURFACE_ARRAYSIZE 512
+#define SVGA3D_SM5_MAX_SURFACE_ARRAYSIZE 2048
+#define SVGA3D_MAX_SURFACE_ARRAYSIZE SVGA3D_SM5_MAX_SURFACE_ARRAYSIZE
/*
* The maximum number of vertex arrays we're guaranteed to support in
@@ -99,4 +122,9 @@
*/
#define SVGA3D_MAX_DRAW_PRIMITIVE_RANGES 32
+/*
+ * The maximum number of samples that can be contained in a surface.
+ */
+#define SVGA3D_MAX_SAMPLES 8
+
#endif /* _SVGA3D_LIMITS_H_ */
--
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