Memory offset calculations in 32-bit SIMD elements limit us to addressing at most 4 GiB. Signed arithmetic further restricts it to 2 GiB. The legacy OpenGL ES implementation limits image allocations to 1 GiB, to discourage excessive memory usage which wouldn't typically succeed on other (mobile) implementations anyway. So until we have a strong use case which requires more, let's impose the same limit. Bug: b/146515574 Change-Id: Iaa7bd22789fd20b4e7975d3d2ffee2a8f90b006a Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/39828 Presubmit-Ready: Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Reviewed-by:Alexis Hétu <sugoi@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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