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| GLESUnitTests | ||
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Surface::size() adds 4 padding bytes due to reading byte4 as 8 bytes for efficient unpacking to short4 (less efficient prior to SSE 4.1 pmovzxbw instruction). This padding is never addressed separately so the offset can't overflow a signed 32-bit integer if we keep the total size minus the padding below 2 GiB. On the OpenGL side we currently impose a further limit of 1 GiB, but this should also take the padding into account to allow for effective image data up to this limit (e.g. 8192 * 8192 of four samples of 32-bit elements). Note that our scanline limit is also 8192 so allowing more than 1 GiB would run into that limit instead. Bug: chromium:835299 Bug: b/145229887 Change-Id: I4280fca88584235c0da6282ca622ee15b31bc34b Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/39690 Presubmit-Ready: Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Tested-by:Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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