/**
* Max texture sizes
*/
-#define LP_MAX_TEXTURE_2D_LEVELS 12 /* 2K x 2K for now */
+#define LP_MAX_TEXTURE_2D_LEVELS 13 /* 4K x 4K for now */
#define LP_MAX_TEXTURE_3D_LEVELS 10 /* 512 x 512 x 512 for now */
/**
* Max drawing surface size is the max texture size
*/
-#define MAXHEIGHT (1 << (LP_MAX_TEXTURE_LEVELS - 1))
-#define MAXWIDTH (1 << (LP_MAX_TEXTURE_LEVELS - 1))
+#define LP_MAX_HEIGHT (1 << (LP_MAX_TEXTURE_LEVELS - 1))
+#define LP_MAX_WIDTH (1 << (LP_MAX_TEXTURE_LEVELS - 1))
+#define LP_MAX_THREADS 8
+
+
+/**
+ * Max bytes per scene. This may be replaced by a runtime parameter.
+ */
+#define LP_MAX_SCENE_SIZE (512 * 1024 * 1024)
+
+/**
+ * Max number of shader variants (for all shaders combined,
+ * per context) that will be kept around.
+ */
+#define LP_MAX_SHADER_VARIANTS 1024
+
+/**
+ * Max number of setup variants that will be kept around.
+ *
+ * These are determined by the combination of the fragment shader
+ * input signature and a small amount of rasterization state (eg
+ * flatshading). It is likely that many active fragment shaders will
+ * share the same setup variant.
+ */
+#define LP_MAX_SETUP_VARIANTS 64
+
#endif /* LP_LIMITS_H */