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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 /** Name stack buffer size */
80 #define NAME_STACK_BUFFER_SIZE 2048
81 /** Maximum name stack result number */
82 #define MAX_NAME_STACK_RESULT_NUM 256
83 
84 /** Minimum point size */
85 #define MIN_POINT_SIZE 1.0
86 /** Maximum point size */
87 #define MAX_POINT_SIZE 60.0
88 /** Point size granularity */
89 #define POINT_SIZE_GRANULARITY 0.1
90 
91 /** Minimum line width */
92 #define MIN_LINE_WIDTH 1.0
93 /** Maximum line width */
94 #define MAX_LINE_WIDTH 10.0
95 /** Line width granularity */
96 #define LINE_WIDTH_GRANULARITY 0.1
97 
98 /** Max memory to allow for a single texture image (in megabytes) */
99 #define MAX_TEXTURE_MBYTES 1024
100 
101 /** Number of texture mipmap levels */
102 #define MAX_TEXTURE_LEVELS 15
103 
104 /** Maximum rectangular texture size - GL_NV_texture_rectangle */
105 #define MAX_TEXTURE_RECT_SIZE 16384
106 
107 /**
108  * Maximum number of layers in a 1D or 2D array texture - GL_MESA_texture_array
109  */
110 #define MAX_ARRAY_TEXTURE_LAYERS 64
111 
112 /**
113  * Max number of texture image units.  Also determines number of texture
114  * samplers in shaders.
115  */
116 #define MAX_TEXTURE_IMAGE_UNITS 32
117 
118 /**
119  * Larger of MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS.
120  * This value is only used for dimensioning arrays.
121  * Either MAX_TEXTURE_COORD_UNITS or MAX_TEXTURE_IMAGE_UNITS (or the
122  * corresponding ctx->Const.MaxTextureCoord/ImageUnits fields) should be
123  * used almost everywhere else.
124  */
125 #define MAX_TEXTURE_UNITS ((MAX_TEXTURE_COORD_UNITS > MAX_TEXTURE_IMAGE_UNITS) ? MAX_TEXTURE_COORD_UNITS : MAX_TEXTURE_IMAGE_UNITS)
126 
127 /** Maximum number of viewports supported with ARB_viewport_array */
128 #define MAX_VIEWPORTS 16
129 
130 /** Maximum number of window rectangles supported with EXT_window_rectangles */
131 #define MAX_WINDOW_RECTANGLES 8
132 
133 /** Maximum size for CVA.  May be overridden by the drivers.  */
134 #define MAX_ARRAY_LOCK_SIZE 3000
135 
136 /** Subpixel precision for antialiasing, window coordinate snapping */
137 #define SUB_PIXEL_BITS 4
138 
139 /** For GL_ARB_texture_compression */
140 #define MAX_COMPRESSED_TEXTURE_FORMATS 25
141 
142 /** For GL_EXT_texture_filter_anisotropic */
143 #define MAX_TEXTURE_MAX_ANISOTROPY 16.0
144 
145 /** For GL_EXT_texture_lod_bias (typically MAX_TEXTURE_LEVELS - 1) */
146 #define MAX_TEXTURE_LOD_BIAS 14.0
147 
148 /** For any program target/extension */
149 /*@{*/
150 #define MAX_PROGRAM_INSTRUCTIONS       (16 * 1024)
151 
152 /**
153  * Per-program constants (power of two)
154  *
155  * \c MAX_PROGRAM_LOCAL_PARAMS and \c MAX_UNIFORMS are just the assembly shader
156  * and GLSL shader names for the same thing.  They should \b always have the
157  * same value.  Each refers to the number of vec4 values supplied as
158  * per-program parameters.
159  */
160 /*@{*/
161 #define MAX_PROGRAM_LOCAL_PARAMS       4096
162 #define MAX_UNIFORMS                   4096
163 #define MAX_UNIFORM_BUFFERS            15 /* + 1 default uniform buffer */
164 #define MAX_SHADER_STORAGE_BUFFERS     16
165 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
166 #define MAX_COMBINED_UNIFORM_BUFFERS   (MAX_UNIFORM_BUFFERS * 6)
167 #define MAX_COMBINED_SHADER_STORAGE_BUFFERS   (MAX_SHADER_STORAGE_BUFFERS * 6)
168 #define MAX_ATOMIC_COUNTERS            4096
169 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
170 #define MAX_COMBINED_ATOMIC_BUFFERS    (MAX_UNIFORM_BUFFERS * 6)
171 /* Size of an atomic counter in bytes according to ARB_shader_atomic_counters */
172 #define ATOMIC_COUNTER_SIZE            4
173 #define MAX_IMAGE_UNIFORMS             32
174 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
175 #define MAX_IMAGE_UNITS                (MAX_IMAGE_UNIFORMS * 6)
176 /*@}*/
177 
178 /**
179  * Per-context constants (power of two)
180  *
181  * \note
182  * This value should always be less than or equal to \c MAX_PROGRAM_LOCAL_PARAMS
183  * and \c MAX_VERTEX_PROGRAM_PARAMS.  Otherwise some applications will make
184  * incorrect assumptions.
185  */
186 #define MAX_PROGRAM_ENV_PARAMS         256
187 
188 #define MAX_PROGRAM_MATRICES           8
189 #define MAX_PROGRAM_MATRIX_STACK_DEPTH 4
190 #define MAX_PROGRAM_CALL_DEPTH         8
191 #define MAX_PROGRAM_TEMPS              256
192 #define MAX_PROGRAM_ADDRESS_REGS       1
193 #define MAX_SAMPLERS                   MAX_TEXTURE_IMAGE_UNITS
194 #define MAX_PROGRAM_INPUTS             32
195 #define MAX_PROGRAM_OUTPUTS            64
196 /*@}*/
197 
198 /** For GL_ARB_vertex_program */
199 /*@{*/
200 #define MAX_VERTEX_PROGRAM_ADDRESS_REGS 1
201 #define MAX_VERTEX_PROGRAM_PARAMS       MAX_UNIFORMS
202 /*@}*/
203 
204 /** For GL_ARB_fragment_program */
205 /*@{*/
206 #define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0
207 #define MAX_FRAGMENT_PROGRAM_PARAMS       64
208 #define MAX_FRAGMENT_PROGRAM_INPUTS       12
209 /*@}*/
210 
211 /** For GL_ARB_vertex_shader */
212 /*@{*/
213 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
214 #define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6)
215 /*@}*/
216 
217 
218 /** For GL_EXT_framebuffer_object */
219 /*@{*/
220 #define MAX_COLOR_ATTACHMENTS 8
221 #define MAX_RENDERBUFFER_SIZE 16384
222 /*@}*/
223 
224 /** For GL_ATI_envmap_bump - support bump mapping on first 8 units */
225 #define SUPPORTED_ATI_BUMP_UNITS 0xff
226 
227 /** For GL_EXT_transform_feedback */
228 #define MAX_FEEDBACK_BUFFERS 4
229 #define MAX_FEEDBACK_ATTRIBS 32
230 
231 /** For geometry shader */
232 /*@{*/
233 #define MAX_GEOMETRY_UNIFORM_COMPONENTS              512
234 #define MAX_GEOMETRY_OUTPUT_VERTICES                 256
235 #define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS         1024
236 /*@}*/
237 
238 /** For GL_ARB_debug_output and GL_KHR_debug */
239 /*@{*/
240 #define MAX_DEBUG_LOGGED_MESSAGES   10
241 #define MAX_DEBUG_MESSAGE_LENGTH    4096
242 /*@}*/
243 
244 /** For GL_KHR_debug */
245 /*@{*/
246 #define MAX_LABEL_LENGTH 256
247 #define MAX_DEBUG_GROUP_STACK_DEPTH 64
248 /*@}*/
249 
250 /** For GL_ARB_gpu_shader5 */
251 /*@{*/
252 #define MAX_GEOMETRY_SHADER_INVOCATIONS     32
253 #define MIN_FRAGMENT_INTERPOLATION_OFFSET   -0.5
254 #define MAX_FRAGMENT_INTERPOLATION_OFFSET   0.5
255 #define FRAGMENT_INTERPOLATION_OFFSET_BITS  4
256 #define MAX_VERTEX_STREAMS                  4
257 /*@}*/
258 
259 /** For GL_ARB_shader_subroutine */
260 /*@{*/
261 #define MAX_SUBROUTINES                   256
262 #define MAX_SUBROUTINE_UNIFORM_LOCATIONS  1024
263 /*@}*/
264 
265 /** For GL_INTEL_performance_query */
266 /*@{*/
267 #define MAX_PERFQUERY_QUERY_NAME_LENGTH     256
268 #define MAX_PERFQUERY_COUNTER_NAME_LENGTH   256
269 #define MAX_PERFQUERY_COUNTER_DESC_LENGTH   1024
270 #define PERFQUERY_HAVE_GPA_EXTENDED_COUNTERS 0
271 /*@}*/
272 
273 /** For GL_ARB_pipeline_statistics_query */
274 #define MAX_PIPELINE_STATISTICS             11
275 
276 /** For GL_ARB_tessellation_shader */
277 /*@{*/
278 #define MAX_TESS_GEN_LEVEL 64
279 #define MAX_PATCH_VERTICES 32
280 #define MAX_TESS_PATCH_COMPONENTS 120
281 #define MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4096
282 /*@}*/
283 
284 /*
285  * Color channel component order
286  *
287  * \note Changes will almost certainly cause problems at this time.
288  */
289 #define RCOMP 0
290 #define GCOMP 1
291 #define BCOMP 2
292 #define ACOMP 3
293 
294 
295 /**
296  * Maximum number of temporary vertices required for clipping.
297  *
298  * Used in array_cache and tnl modules.
299  */
300 #define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1)
301 
302 
303 /** For GL_ARB_sample_locations - maximum of SAMPLE_LOCATION_PIXEL_GRID_*_ARB */
304 #define MAX_SAMPLE_LOCATION_GRID_SIZE 4
305 
306 /* It is theoretically possible for Consts.MaxSamples to be >32 but
307  * other code seems to assume that is not the case.
308  */
309 #define MAX_SAMPLE_LOCATION_TABLE_SIZE \
310    (MAX_SAMPLE_LOCATION_GRID_SIZE * MAX_SAMPLE_LOCATION_GRID_SIZE * 32)
311 
312 #endif /* MESA_CONFIG_H_INCLUDED */
313