f1f621c6b82a6c5a11059acd5f90241c03cc34d7
2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2003 Brian Paul 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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 * Tunable configuration parameters.
41 * OpenGL implementation limits
44 /* Maximum modelview matrix stack depth: */
45 #define MAX_MODELVIEW_STACK_DEPTH 32
47 /* Maximum projection matrix stack depth: */
48 #define MAX_PROJECTION_STACK_DEPTH 32
50 /* Maximum texture matrix stack depth: */
51 #define MAX_TEXTURE_STACK_DEPTH 10
53 /* Maximum color matrix stack depth: */
54 #define MAX_COLOR_STACK_DEPTH 4
56 /* Vertex program matrix stacks: */
57 #define MAX_PROGRAM_MATRICES 8
58 #define MAX_PROGRAM_STACK_DEPTH 4
60 /* Maximum attribute stack depth: */
61 #define MAX_ATTRIB_STACK_DEPTH 16
63 /* Maximum client attribute stack depth: */
64 #define MAX_CLIENT_ATTRIB_STACK_DEPTH 16
66 /* Maximum recursion depth of display list calls: */
67 #define MAX_LIST_NESTING 64
69 /* Maximum number of lights: */
72 /* Maximum user-defined clipping planes: */
73 #define MAX_CLIP_PLANES 6
75 /* Maximum pixel map lookup table size: */
76 #define MAX_PIXEL_MAP_TABLE 256
78 /* Number of auxillary color buffers: */
79 #define NUM_AUX_BUFFERS 0
81 /* Maximum order (degree) of curves: */
83 # define MAX_EVAL_ORDER 12
85 # define MAX_EVAL_ORDER 30
88 /* Maximum Name stack depth */
89 #define MAX_NAME_STACK_DEPTH 64
91 /* Min and Max point sizes and granularity */
92 #define MIN_POINT_SIZE 1.0
93 #define MAX_POINT_SIZE 20.0
94 #define POINT_SIZE_GRANULARITY 0.1
96 /* Min and Max line widths and granularity */
97 #define MIN_LINE_WIDTH 1.0
98 #define MAX_LINE_WIDTH 10.0
99 #define LINE_WIDTH_GRANULARITY 0.1
101 /* Max texture palette / color table size */
102 #define MAX_COLOR_TABLE_SIZE 256
104 /* Number of 1D/2D texture mipmap levels */
105 #define MAX_TEXTURE_LEVELS 12
107 /* Number of 3D texture mipmap levels */
108 #define MAX_3D_TEXTURE_LEVELS 9
110 /* Number of cube texture mipmap levels - GL_ARB_texture_cube_map */
111 #define MAX_CUBE_TEXTURE_LEVELS 12
113 /* Maximum rectangular texture size - GL_NV_texture_rectangle */
114 #define MAX_TEXTURE_RECT_SIZE 2048
116 /* Number of texture units - GL_ARB_multitexture */
117 #define MAX_TEXTURE_UNITS 8
119 /* New: separate numbers of texture coordinates and texture image units.
120 * These values will eventually replace most instances of MAX_TEXTURE_UNITS.
121 * We should always have MAX_TEXTURE_COORD_UNITS <= MAX_TEXTURE_IMAGE_UNITS.
122 * And, GL_MAX_TEXTURE_UNITS <= MAX_TEXTURE_COORD_UNITS.
124 #define MAX_TEXTURE_COORD_UNITS 8
125 #define MAX_TEXTURE_IMAGE_UNITS 8
127 /* Maximum viewport/image size: */
128 #define MAX_WIDTH 2048
129 #define MAX_HEIGHT 2048
131 /* Maxmimum size for CVA. May be overridden by the drivers. */
132 #define MAX_ARRAY_LOCK_SIZE 3000
134 /* Subpixel precision for antialiasing, window coordinate snapping */
135 #define SUB_PIXEL_BITS 4
137 /* Size of histogram tables */
138 #define HISTOGRAM_TABLE_SIZE 256
140 /* Max convolution filter sizes */
141 #define MAX_CONVOLUTION_WIDTH 9
142 #define MAX_CONVOLUTION_HEIGHT 9
144 /* GL_ARB_texture_compression */
145 #define MAX_COMPRESSED_TEXTURE_FORMATS 25
147 /* GL_EXT_texture_filter_anisotropic */
148 #define MAX_TEXTURE_MAX_ANISOTROPY 16.0
150 /* GL_EXT_texture_lod_bias */
151 #define MAX_TEXTURE_LOD_BIAS 4.0
153 /* GL_NV_vertex_program */
154 #define MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS 128
155 #define MAX_NV_VERTEX_PROGRAM_TEMPS 12
156 #define MAX_NV_VERTEX_PROGRAM_PARAMS 96
157 #define MAX_NV_VERTEX_PROGRAM_INPUTS 16
158 #define MAX_NV_VERTEX_PROGRAM_OUTPUTS 15
160 /* GL_NV_fragment_program */
161 #define MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS 128
162 #define MAX_NV_FRAGMENT_PROGRAM_TEMPS 96
163 #define MAX_NV_FRAGMENT_PROGRAM_PARAMS 64
164 #define MAX_NV_FRAGMENT_PROGRAM_INPUTS 12
165 #define MAX_NV_FRAGMENT_PROGRAM_OUTPUTS 3
166 #define MAX_NV_FRAGMENT_PROGRAM_WRITE_ONLYS 2
171 * Mesa-specific parameters
176 * Bits per accumulation buffer color component: 8, 16 or 32
178 #define ACCUM_BITS 16
182 * Bits per depth buffer value. Any reasonable value up to 31 will
183 * work. 32 doesn't work because of integer overflow problems in the
186 #ifndef DEFAULT_SOFTWARE_DEPTH_BITS
187 #define DEFAULT_SOFTWARE_DEPTH_BITS 16
189 #if DEFAULT_SOFTWARE_DEPTH_BITS <= 16
190 #define DEFAULT_SOFTWARE_DEPTH_TYPE GLushort
192 #define DEFAULT_SOFTWARE_DEPTH_TYPE GLuint
198 * Bits per stencil value: 8
200 #define STENCIL_BITS 8
204 * Bits per color channel: 8, 16 or 32
212 * Color channel component order
213 * (changes will almost certainly cause problems at this time)
223 * Enable/disable features (blocks of code) by setting FEATURE_xyz to 0 or 1.
225 #define FEATURE_NV_vertex_program 1
227 #define FEATURE_NV_fragment_program 1
229 #define FEATURE_ARB_vertex_buffer_object 1
231 #define FEATURE_ARB_vertex_program 1
233 #define FEATURE_ARB_fragment_program 1
236 #endif /* CONFIG_H */