2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
28 * Tunable configuration parameters.
31 #ifndef MESA_CONFIG_H_INCLUDED
32 #define MESA_CONFIG_H_INCLUDED
36 * \name OpenGL implementation limits
40 /** Maximum modelview matrix stack depth */
41 #define MAX_MODELVIEW_STACK_DEPTH 32
43 /** Maximum projection matrix stack depth */
44 #define MAX_PROJECTION_STACK_DEPTH 32
46 /** Maximum texture matrix stack depth */
47 #define MAX_TEXTURE_STACK_DEPTH 10
49 /** Maximum attribute stack depth */
50 #define MAX_ATTRIB_STACK_DEPTH 16
52 /** Maximum client attribute stack depth */
53 #define MAX_CLIENT_ATTRIB_STACK_DEPTH 16
55 /** Maximum recursion depth of display list calls */
56 #define MAX_LIST_NESTING 64
58 /** Maximum number of lights */
62 * Maximum number of user-defined clipping planes supported by any driver in
63 * Mesa. This is used to size arrays.
65 #define MAX_CLIP_PLANES 8
67 /** Maximum pixel map lookup table size */
68 #define MAX_PIXEL_MAP_TABLE 256
70 /** Maximum number of auxillary color buffers */
71 #define MAX_AUX_BUFFERS 1
73 /** Maximum order (degree) of curves */
74 #define MAX_EVAL_ORDER 30
76 /** Maximum Name stack depth */
77 #define MAX_NAME_STACK_DEPTH 64
79 /** Minimum point size */
80 #define MIN_POINT_SIZE 1.0
81 /** Maximum point size */
82 #define MAX_POINT_SIZE 60.0
83 /** Point size granularity */
84 #define POINT_SIZE_GRANULARITY 0.1
86 /** Minimum line width */
87 #define MIN_LINE_WIDTH 1.0
88 /** Maximum line width */
89 #define MAX_LINE_WIDTH 10.0
90 /** Line width granularity */
91 #define LINE_WIDTH_GRANULARITY 0.1
93 /** Max memory to allow for a single texture image (in megabytes) */
94 #define MAX_TEXTURE_MBYTES 1024
96 /** Number of 1D/2D texture mipmap levels */
97 #define MAX_TEXTURE_LEVELS 15
99 /** Number of 3D texture mipmap levels */
100 #define MAX_3D_TEXTURE_LEVELS 15
102 /** Number of cube texture mipmap levels - GL_ARB_texture_cube_map */
103 #define MAX_CUBE_TEXTURE_LEVELS 15
105 /** Maximum rectangular texture size - GL_NV_texture_rectangle */
106 #define MAX_TEXTURE_RECT_SIZE 16384
109 * Maximum number of layers in a 1D or 2D array texture - GL_MESA_texture_array
111 #define MAX_ARRAY_TEXTURE_LAYERS 64
114 * Max number of texture coordinate units. This mainly just applies to
115 * the fixed-function vertex code. This will be difficult to raise above
116 * eight because of various vertex attribute bitvectors.
118 #define MAX_TEXTURE_COORD_UNITS 8
121 * Max number of texture image units. Also determines number of texture
122 * samplers in shaders.
124 #define MAX_TEXTURE_IMAGE_UNITS 32
127 * Larger of MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS.
128 * This value is only used for dimensioning arrays.
129 * Either MAX_TEXTURE_COORD_UNITS or MAX_TEXTURE_IMAGE_UNITS (or the
130 * corresponding ctx->Const.MaxTextureCoord/ImageUnits fields) should be
131 * used almost everywhere else.
133 #define MAX_TEXTURE_UNITS ((MAX_TEXTURE_COORD_UNITS > MAX_TEXTURE_IMAGE_UNITS) ? MAX_TEXTURE_COORD_UNITS : MAX_TEXTURE_IMAGE_UNITS)
135 /** Maximum number of viewports supported with ARB_viewport_array */
136 #define MAX_VIEWPORTS 16
138 /** Maximum number of window rectangles supported with EXT_window_rectangles */
139 #define MAX_WINDOW_RECTANGLES 8
141 /** Maximum size for CVA. May be overridden by the drivers. */
142 #define MAX_ARRAY_LOCK_SIZE 3000
144 /** Subpixel precision for antialiasing, window coordinate snapping */
145 #define SUB_PIXEL_BITS 4
147 /** For GL_ARB_texture_compression */
148 #define MAX_COMPRESSED_TEXTURE_FORMATS 25
150 /** For GL_EXT_texture_filter_anisotropic */
151 #define MAX_TEXTURE_MAX_ANISOTROPY 16.0
153 /** For GL_EXT_texture_lod_bias (typically MAX_TEXTURE_LEVELS - 1) */
154 #define MAX_TEXTURE_LOD_BIAS 14.0
156 /** For any program target/extension */
158 #define MAX_PROGRAM_INSTRUCTIONS (16 * 1024)
161 * Per-program constants (power of two)
163 * \c MAX_PROGRAM_LOCAL_PARAMS and \c MAX_UNIFORMS are just the assembly shader
164 * and GLSL shader names for the same thing. They should \b always have the
165 * same value. Each refers to the number of vec4 values supplied as
166 * per-program parameters.
169 #define MAX_PROGRAM_LOCAL_PARAMS 4096
170 #define MAX_UNIFORMS 4096
171 #define MAX_UNIFORM_BUFFERS 15 /* + 1 default uniform buffer */
172 #define MAX_SHADER_STORAGE_BUFFERS 16
173 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
174 #define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 6)
175 #define MAX_COMBINED_SHADER_STORAGE_BUFFERS (MAX_SHADER_STORAGE_BUFFERS * 6)
176 #define MAX_ATOMIC_COUNTERS 4096
177 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
178 #define MAX_COMBINED_ATOMIC_BUFFERS (MAX_UNIFORM_BUFFERS * 6)
179 /* Size of an atomic counter in bytes according to ARB_shader_atomic_counters */
180 #define ATOMIC_COUNTER_SIZE 4
181 #define MAX_IMAGE_UNIFORMS 32
182 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
183 #define MAX_IMAGE_UNITS (MAX_IMAGE_UNIFORMS * 6)
187 * Per-context constants (power of two)
190 * This value should always be less than or equal to \c MAX_PROGRAM_LOCAL_PARAMS
191 * and \c MAX_VERTEX_PROGRAM_PARAMS. Otherwise some applications will make
192 * incorrect assumptions.
194 #define MAX_PROGRAM_ENV_PARAMS 256
196 #define MAX_PROGRAM_MATRICES 8
197 #define MAX_PROGRAM_MATRIX_STACK_DEPTH 4
198 #define MAX_PROGRAM_CALL_DEPTH 8
199 #define MAX_PROGRAM_TEMPS 256
200 #define MAX_PROGRAM_ADDRESS_REGS 1
201 #define MAX_SAMPLERS MAX_TEXTURE_IMAGE_UNITS
202 #define MAX_PROGRAM_INPUTS 32
203 #define MAX_PROGRAM_OUTPUTS 64
206 /** For GL_ARB_vertex_program */
208 #define MAX_VERTEX_PROGRAM_ADDRESS_REGS 1
209 #define MAX_VERTEX_PROGRAM_PARAMS MAX_UNIFORMS
212 /** For GL_ARB_fragment_program */
214 #define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0
215 #define MAX_FRAGMENT_PROGRAM_PARAMS 64
216 #define MAX_FRAGMENT_PROGRAM_INPUTS 12
219 /** For GL_ARB_vertex_shader */
221 #define MAX_VERTEX_GENERIC_ATTRIBS 16
222 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
223 #define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6)
227 /** For GL_ARB_draw_buffers */
229 #define MAX_DRAW_BUFFERS 8
233 /** For GL_EXT_framebuffer_object */
235 #define MAX_COLOR_ATTACHMENTS 8
236 #define MAX_RENDERBUFFER_SIZE 16384
239 /** For GL_ATI_envmap_bump - support bump mapping on first 8 units */
240 #define SUPPORTED_ATI_BUMP_UNITS 0xff
242 /** For GL_EXT_transform_feedback */
243 #define MAX_FEEDBACK_BUFFERS 4
244 #define MAX_FEEDBACK_ATTRIBS 32
246 /** For geometry shader */
248 #define MAX_GEOMETRY_UNIFORM_COMPONENTS 512
249 #define MAX_GEOMETRY_OUTPUT_VERTICES 256
250 #define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024
253 /** For GL_ARB_debug_output and GL_KHR_debug */
255 #define MAX_DEBUG_LOGGED_MESSAGES 10
256 #define MAX_DEBUG_MESSAGE_LENGTH 4096
259 /** For GL_KHR_debug */
261 #define MAX_LABEL_LENGTH 256
262 #define MAX_DEBUG_GROUP_STACK_DEPTH 64
265 /** For GL_ARB_gpu_shader5 */
267 #define MAX_GEOMETRY_SHADER_INVOCATIONS 32
268 #define MIN_FRAGMENT_INTERPOLATION_OFFSET -0.5
269 #define MAX_FRAGMENT_INTERPOLATION_OFFSET 0.5
270 #define FRAGMENT_INTERPOLATION_OFFSET_BITS 4
271 #define MAX_VERTEX_STREAMS 4
274 /** For GL_ARB_shader_subroutine */
276 #define MAX_SUBROUTINES 256
277 #define MAX_SUBROUTINE_UNIFORM_LOCATIONS 1024
280 /** For GL_INTEL_performance_query */
282 #define MAX_PERFQUERY_QUERY_NAME_LENGTH 256
283 #define MAX_PERFQUERY_COUNTER_NAME_LENGTH 256
284 #define MAX_PERFQUERY_COUNTER_DESC_LENGTH 1024
285 #define PERFQUERY_HAVE_GPA_EXTENDED_COUNTERS 0
288 /** For GL_ARB_pipeline_statistics_query */
289 #define MAX_PIPELINE_STATISTICS 11
291 /** For GL_ARB_tessellation_shader */
293 #define MAX_TESS_GEN_LEVEL 64
294 #define MAX_PATCH_VERTICES 32
295 #define MAX_TESS_PATCH_COMPONENTS 120
296 #define MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4096
300 * Color channel component order
302 * \note Changes will almost certainly cause problems at this time.
311 * Maximum number of temporary vertices required for clipping.
313 * Used in array_cache and tnl modules.
315 #define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1)
318 #endif /* MESA_CONFIG_H_INCLUDED */