1 /* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved. 6 * 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: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 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. 24 */ 25 26 /** 27 * \file config.h 28 * Tunable configuration parameters. 29 */ 30 31 #ifndef MESA_CONFIG_H_INCLUDED 32 #define MESA_CONFIG_H_INCLUDED 33 34 #include "compiler/shader_enums.h" 35 36 /** 37 * \name OpenGL implementation limits 38 */ 39 /*@{*/ 40 41 /** Maximum modelview matrix stack depth */ 42 #define MAX_MODELVIEW_STACK_DEPTH 32 43 44 /** Maximum projection matrix stack depth */ 45 #define MAX_PROJECTION_STACK_DEPTH 32 46 47 /** Maximum texture matrix stack depth */ 48 #define MAX_TEXTURE_STACK_DEPTH 10 49 50 /** Maximum attribute stack depth */ 51 #define MAX_ATTRIB_STACK_DEPTH 16 52 53 /** Maximum client attribute stack depth */ 54 #define MAX_CLIENT_ATTRIB_STACK_DEPTH 16 55 56 /** Maximum recursion depth of display list calls */ 57 #define MAX_LIST_NESTING 64 58 59 /** Maximum number of lights */ 60 #define MAX_LIGHTS 8 61 62 /** 63 * Maximum number of user-defined clipping planes supported by any driver in 64 * Mesa. This is used to size arrays. 65 */ 66 #define MAX_CLIP_PLANES 8 67 68 /** Maximum pixel map lookup table size */ 69 #define MAX_PIXEL_MAP_TABLE 256 70 71 /** Maximum number of auxillary color buffers */ 72 #define MAX_AUX_BUFFERS 1 73 74 /** Maximum order (degree) of curves */ 75 #define MAX_EVAL_ORDER 30 76 77 /** Maximum Name stack depth */ 78 #define MAX_NAME_STACK_DEPTH 64 79 80 /** Minimum point size */ 81 #define MIN_POINT_SIZE 1.0 82 /** Maximum point size */ 83 #define MAX_POINT_SIZE 60.0 84 /** Point size granularity */ 85 #define POINT_SIZE_GRANULARITY 0.1 86 87 /** Minimum line width */ 88 #define MIN_LINE_WIDTH 1.0 89 /** Maximum line width */ 90 #define MAX_LINE_WIDTH 10.0 91 /** Line width granularity */ 92 #define LINE_WIDTH_GRANULARITY 0.1 93 94 /** Max memory to allow for a single texture image (in megabytes) */ 95 #define MAX_TEXTURE_MBYTES 1024 96 97 /** Number of texture mipmap levels */ 98 #define MAX_TEXTURE_LEVELS 15 99 100 /** Maximum rectangular texture size - GL_NV_texture_rectangle */ 101 #define MAX_TEXTURE_RECT_SIZE 16384 102 103 /** 104 * Maximum number of layers in a 1D or 2D array texture - GL_MESA_texture_array 105 */ 106 #define MAX_ARRAY_TEXTURE_LAYERS 64 107 108 /** 109 * Max number of texture image units. Also determines number of texture 110 * samplers in shaders. 111 */ 112 #define MAX_TEXTURE_IMAGE_UNITS 32 113 114 /** 115 * Larger of MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS. 116 * This value is only used for dimensioning arrays. 117 * Either MAX_TEXTURE_COORD_UNITS or MAX_TEXTURE_IMAGE_UNITS (or the 118 * corresponding ctx->Const.MaxTextureCoord/ImageUnits fields) should be 119 * used almost everywhere else. 120 */ 121 #define MAX_TEXTURE_UNITS ((MAX_TEXTURE_COORD_UNITS > MAX_TEXTURE_IMAGE_UNITS) ? MAX_TEXTURE_COORD_UNITS : MAX_TEXTURE_IMAGE_UNITS) 122 123 /** Maximum number of viewports supported with ARB_viewport_array */ 124 #define MAX_VIEWPORTS 16 125 126 /** Maximum number of window rectangles supported with EXT_window_rectangles */ 127 #define MAX_WINDOW_RECTANGLES 8 128 129 /** Maximum size for CVA. May be overridden by the drivers. */ 130 #define MAX_ARRAY_LOCK_SIZE 3000 131 132 /** Subpixel precision for antialiasing, window coordinate snapping */ 133 #define SUB_PIXEL_BITS 4 134 135 /** For GL_ARB_texture_compression */ 136 #define MAX_COMPRESSED_TEXTURE_FORMATS 25 137 138 /** For GL_EXT_texture_filter_anisotropic */ 139 #define MAX_TEXTURE_MAX_ANISOTROPY 16.0 140 141 /** For GL_EXT_texture_lod_bias (typically MAX_TEXTURE_LEVELS - 1) */ 142 #define MAX_TEXTURE_LOD_BIAS 14.0 143 144 /** For any program target/extension */ 145 /*@{*/ 146 #define MAX_PROGRAM_INSTRUCTIONS (16 * 1024) 147 148 /** 149 * Per-program constants (power of two) 150 * 151 * \c MAX_PROGRAM_LOCAL_PARAMS and \c MAX_UNIFORMS are just the assembly shader 152 * and GLSL shader names for the same thing. They should \b always have the 153 * same value. Each refers to the number of vec4 values supplied as 154 * per-program parameters. 155 */ 156 /*@{*/ 157 #define MAX_PROGRAM_LOCAL_PARAMS 4096 158 #define MAX_UNIFORMS 4096 159 #define MAX_UNIFORM_BUFFERS 15 /* + 1 default uniform buffer */ 160 #define MAX_SHADER_STORAGE_BUFFERS 16 161 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 162 #define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 6) 163 #define MAX_COMBINED_SHADER_STORAGE_BUFFERS (MAX_SHADER_STORAGE_BUFFERS * 6) 164 #define MAX_ATOMIC_COUNTERS 4096 165 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 166 #define MAX_COMBINED_ATOMIC_BUFFERS (MAX_UNIFORM_BUFFERS * 6) 167 /* Size of an atomic counter in bytes according to ARB_shader_atomic_counters */ 168 #define ATOMIC_COUNTER_SIZE 4 169 #define MAX_IMAGE_UNIFORMS 32 170 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 171 #define MAX_IMAGE_UNITS (MAX_IMAGE_UNIFORMS * 6) 172 /*@}*/ 173 174 /** 175 * Per-context constants (power of two) 176 * 177 * \note 178 * This value should always be less than or equal to \c MAX_PROGRAM_LOCAL_PARAMS 179 * and \c MAX_VERTEX_PROGRAM_PARAMS. Otherwise some applications will make 180 * incorrect assumptions. 181 */ 182 #define MAX_PROGRAM_ENV_PARAMS 256 183 184 #define MAX_PROGRAM_MATRICES 8 185 #define MAX_PROGRAM_MATRIX_STACK_DEPTH 4 186 #define MAX_PROGRAM_CALL_DEPTH 8 187 #define MAX_PROGRAM_TEMPS 256 188 #define MAX_PROGRAM_ADDRESS_REGS 1 189 #define MAX_SAMPLERS MAX_TEXTURE_IMAGE_UNITS 190 #define MAX_PROGRAM_INPUTS 32 191 #define MAX_PROGRAM_OUTPUTS 64 192 /*@}*/ 193 194 /** For GL_ARB_vertex_program */ 195 /*@{*/ 196 #define MAX_VERTEX_PROGRAM_ADDRESS_REGS 1 197 #define MAX_VERTEX_PROGRAM_PARAMS MAX_UNIFORMS 198 /*@}*/ 199 200 /** For GL_ARB_fragment_program */ 201 /*@{*/ 202 #define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0 203 #define MAX_FRAGMENT_PROGRAM_PARAMS 64 204 #define MAX_FRAGMENT_PROGRAM_INPUTS 12 205 /*@}*/ 206 207 /** For GL_ARB_vertex_shader */ 208 /*@{*/ 209 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 210 #define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6) 211 /*@}*/ 212 213 214 /** For GL_EXT_framebuffer_object */ 215 /*@{*/ 216 #define MAX_COLOR_ATTACHMENTS 8 217 #define MAX_RENDERBUFFER_SIZE 16384 218 /*@}*/ 219 220 /** For GL_ATI_envmap_bump - support bump mapping on first 8 units */ 221 #define SUPPORTED_ATI_BUMP_UNITS 0xff 222 223 /** For GL_EXT_transform_feedback */ 224 #define MAX_FEEDBACK_BUFFERS 4 225 #define MAX_FEEDBACK_ATTRIBS 32 226 227 /** For geometry shader */ 228 /*@{*/ 229 #define MAX_GEOMETRY_UNIFORM_COMPONENTS 512 230 #define MAX_GEOMETRY_OUTPUT_VERTICES 256 231 #define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024 232 /*@}*/ 233 234 /** For GL_ARB_debug_output and GL_KHR_debug */ 235 /*@{*/ 236 #define MAX_DEBUG_LOGGED_MESSAGES 10 237 #define MAX_DEBUG_MESSAGE_LENGTH 4096 238 /*@}*/ 239 240 /** For GL_KHR_debug */ 241 /*@{*/ 242 #define MAX_LABEL_LENGTH 256 243 #define MAX_DEBUG_GROUP_STACK_DEPTH 64 244 /*@}*/ 245 246 /** For GL_ARB_gpu_shader5 */ 247 /*@{*/ 248 #define MAX_GEOMETRY_SHADER_INVOCATIONS 32 249 #define MIN_FRAGMENT_INTERPOLATION_OFFSET -0.5 250 #define MAX_FRAGMENT_INTERPOLATION_OFFSET 0.5 251 #define FRAGMENT_INTERPOLATION_OFFSET_BITS 4 252 #define MAX_VERTEX_STREAMS 4 253 /*@}*/ 254 255 /** For GL_ARB_shader_subroutine */ 256 /*@{*/ 257 #define MAX_SUBROUTINES 256 258 #define MAX_SUBROUTINE_UNIFORM_LOCATIONS 1024 259 /*@}*/ 260 261 /** For GL_INTEL_performance_query */ 262 /*@{*/ 263 #define MAX_PERFQUERY_QUERY_NAME_LENGTH 256 264 #define MAX_PERFQUERY_COUNTER_NAME_LENGTH 256 265 #define MAX_PERFQUERY_COUNTER_DESC_LENGTH 1024 266 #define PERFQUERY_HAVE_GPA_EXTENDED_COUNTERS 0 267 /*@}*/ 268 269 /** For GL_ARB_pipeline_statistics_query */ 270 #define MAX_PIPELINE_STATISTICS 11 271 272 /** For GL_ARB_tessellation_shader */ 273 /*@{*/ 274 #define MAX_TESS_GEN_LEVEL 64 275 #define MAX_PATCH_VERTICES 32 276 #define MAX_TESS_PATCH_COMPONENTS 120 277 #define MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4096 278 /*@}*/ 279 280 /* 281 * Color channel component order 282 * 283 * \note Changes will almost certainly cause problems at this time. 284 */ 285 #define RCOMP 0 286 #define GCOMP 1 287 #define BCOMP 2 288 #define ACOMP 3 289 290 291 /** 292 * Maximum number of temporary vertices required for clipping. 293 * 294 * Used in array_cache and tnl modules. 295 */ 296 #define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1) 297 298 299 /** For GL_ARB_sample_locations - maximum of SAMPLE_LOCATION_PIXEL_GRID_*_ARB */ 300 #define MAX_SAMPLE_LOCATION_GRID_SIZE 4 301 302 /* It is theoretically possible for Consts.MaxSamples to be >32 but 303 * other code seems to assume that is not the case. 304 */ 305 #define MAX_SAMPLE_LOCATION_TABLE_SIZE \ 306 (MAX_SAMPLE_LOCATION_GRID_SIZE * MAX_SAMPLE_LOCATION_GRID_SIZE * 32) 307 308 #endif /* MESA_CONFIG_H_INCLUDED */ 309