/** Maximum texture matrix stack depth */
#define MAX_TEXTURE_STACK_DEPTH 10
-/** Maximum color matrix stack depth */
-#define MAX_COLOR_STACK_DEPTH 4
-
/** Maximum attribute stack depth */
#define MAX_ATTRIB_STACK_DEPTH 16
/** Maximum number of lights */
#define MAX_LIGHTS 8
-/** Maximum user-defined clipping planes */
-#define MAX_CLIP_PLANES 6
+/**
+ * Maximum number of user-defined clipping planes supported by any driver in
+ * Mesa. This is used to size arrays.
+ */
+#define MAX_CLIP_PLANES 8
/** Maximum pixel map lookup table size */
#define MAX_PIXEL_MAP_TABLE 256
#define MAX_AUX_BUFFERS 1
/** Maximum order (degree) of curves */
-#ifdef AMIGA
-# define MAX_EVAL_ORDER 12
-#else
-# define MAX_EVAL_ORDER 30
-#endif
+#define MAX_EVAL_ORDER 30
/** Maximum Name stack depth */
#define MAX_NAME_STACK_DEPTH 64
/** Maximum rectangular texture size - GL_NV_texture_rectangle */
#define MAX_TEXTURE_RECT_SIZE 16384
-/** Maximum number of layers in a 1D or 2D array texture - GL_MESA_texture_array */
+/**
+ * Maximum number of layers in a 1D or 2D array texture - GL_MESA_texture_array
+ */
#define MAX_ARRAY_TEXTURE_LAYERS 64
/**
#define MAX_TEXTURE_UNITS ((MAX_TEXTURE_COORD_UNITS > MAX_TEXTURE_IMAGE_UNITS) ? MAX_TEXTURE_COORD_UNITS : MAX_TEXTURE_IMAGE_UNITS)
-/**
- * Maximum viewport/image width. Must accomodate all texture sizes too.
- */
-
-#ifndef MAX_WIDTH
-# define MAX_WIDTH 16384
-#endif
-/** Maximum viewport/image height */
-#ifndef MAX_HEIGHT
-# define MAX_HEIGHT 16384
-#endif
-
-/* XXX: hack to prevent stack overflow on windows until all temporary arrays
- * [MAX_WIDTH] are allocated from the heap */
-#ifdef WIN32
-#undef MAX_TEXTURE_LEVELS
-#undef MAX_3D_TEXTURE_LEVELS
-#undef MAX_CUBE_TEXTURE_LEVELS
-#undef MAX_TEXTURE_RECT_SIZE
-#undef MAX_WIDTH
-#undef MAX_HEIGHT
-#define MAX_TEXTURE_LEVELS 13
-#define MAX_3D_TEXTURE_LEVELS 9
-#define MAX_CUBE_TEXTURE_LEVELS 13
-#define MAX_TEXTURE_RECT_SIZE 4096
-#define MAX_WIDTH 4096
-#define MAX_HEIGHT 4096
-#endif
+/** Maximum viewport size */
+#define MAX_VIEWPORT_WIDTH 16384
+#define MAX_VIEWPORT_HEIGHT 16384
/** Maxmimum size for CVA. May be overridden by the drivers. */
#define MAX_ARRAY_LOCK_SIZE 3000
/** Subpixel precision for antialiasing, window coordinate snapping */
#define SUB_PIXEL_BITS 4
-/** Size of histogram tables */
-#define HISTOGRAM_TABLE_SIZE 256
-
-/** Max convolution filter width */
-#define MAX_CONVOLUTION_WIDTH 9
-/** Max convolution filter height */
-#define MAX_CONVOLUTION_HEIGHT 9
-
/** For GL_ARB_texture_compression */
#define MAX_COMPRESSED_TEXTURE_FORMATS 25
/** For GL_EXT_framebuffer_object */
/*@{*/
#define MAX_COLOR_ATTACHMENTS 8
+#define MAX_RENDERBUFFER_SIZE 16384
/*@}*/
/** For GL_ATI_envmap_bump - support bump mapping on first 8 units */
#define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024
/*@}*/
-
-/**
- * \name Mesa-specific parameters
- */
+/** For GL_ARB_debug_output */
/*@{*/
-
-
-/**
- * If non-zero use GLdouble for walking triangle edges, for better accuracy.
- */
-#define TRIANGLE_WALK_DOUBLE 0
-
-
-/**
- * Bits per depth buffer value (max is 32).
- */
-#ifndef DEFAULT_SOFTWARE_DEPTH_BITS
-#define DEFAULT_SOFTWARE_DEPTH_BITS 16
-#endif
-/** Depth buffer data type */
-#if DEFAULT_SOFTWARE_DEPTH_BITS <= 16
-#define DEFAULT_SOFTWARE_DEPTH_TYPE GLushort
-#else
-#define DEFAULT_SOFTWARE_DEPTH_TYPE GLuint
-#endif
-
-
-/**
- * Bits per stencil value: 8
- */
-#define STENCIL_BITS 8
-
-
-/**
- * Bits per color channel: 8, 16 or 32
- */
-#ifndef CHAN_BITS
-#define CHAN_BITS 8
-#endif
+#define MAX_DEBUG_LOGGED_MESSAGES 10
+#define MAX_DEBUG_MESSAGE_LENGTH 4096
+/*@}*/
/*