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We assume the pixels of an image can be addressed with a signed 32-bit offset, including any padding. For a 3D image it's possible to exceed this without exceeding the per-dimension limits. Lowering the per- dimension limit so the allocation is always less than 2 GiB makes them unreasonably small, so instead we must check the total size. Use 1 GiB as the soft limit in OpenGL. Bug chromium:835299 Change-Id: I9c5184002c1710e3923b549f8c21e7f6a516e1c7 Reviewed-on: https://swiftshader-review.googlesource.com/18869Reviewed-by:Nicolas Capens <nicolascapens@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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