Lines Matching refs:ANGLE_LIMIT_CAP
3641 #define ANGLE_LIMIT_CAP(cap, limit) \ in initCaps() macro
3652 ANGLE_LIMIT_CAP(mState.mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS); in initCaps()
3653 ANGLE_LIMIT_CAP(mState.mCaps.maxVertexAttribStride, in initCaps()
3664 ANGLE_LIMIT_CAP(mState.mCaps.maxVertexAttribBindings, MAX_VERTEX_ATTRIB_BINDINGS); in initCaps()
3667 ANGLE_LIMIT_CAP(mState.mCaps.max2DTextureSize, IMPLEMENTATION_MAX_2D_TEXTURE_SIZE); in initCaps()
3668 ANGLE_LIMIT_CAP(mState.mCaps.maxCubeMapTextureSize, IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE); in initCaps()
3669 ANGLE_LIMIT_CAP(mState.mCaps.max3DTextureSize, IMPLEMENTATION_MAX_3D_TEXTURE_SIZE); in initCaps()
3670 ANGLE_LIMIT_CAP(mState.mCaps.maxArrayTextureLayers, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS); in initCaps()
3671 ANGLE_LIMIT_CAP(mState.mCaps.maxRectangleTextureSize, IMPLEMENTATION_MAX_2D_TEXTURE_SIZE); in initCaps()
3673 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderUniformBlocks[ShaderType::Vertex], in initCaps()
3675 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderUniformBlocks[ShaderType::Geometry], in initCaps()
3677 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderUniformBlocks[ShaderType::Fragment], in initCaps()
3679 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderUniformBlocks[ShaderType::Compute], in initCaps()
3681 ANGLE_LIMIT_CAP(mState.mCaps.maxCombinedUniformBlocks, in initCaps()
3683 ANGLE_LIMIT_CAP(mState.mCaps.maxUniformBufferBindings, in initCaps()
3686 ANGLE_LIMIT_CAP(mState.mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); in initCaps()
3687 ANGLE_LIMIT_CAP(mState.mCaps.maxFragmentInputComponents, in initCaps()
3690 ANGLE_LIMIT_CAP(mState.mCaps.maxTransformFeedbackInterleavedComponents, in initCaps()
3692 ANGLE_LIMIT_CAP(mState.mCaps.maxTransformFeedbackSeparateAttributes, in initCaps()
3694 ANGLE_LIMIT_CAP(mState.mCaps.maxTransformFeedbackSeparateComponents, in initCaps()
3699 ANGLE_LIMIT_CAP(mState.mCaps.maxCombinedTextureImageUnits, in initCaps()
3704 ANGLE_LIMIT_CAP(mState.mCaps.maxCombinedTextureImageUnits, in initCaps()
3710 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderTextureImageUnits[shaderType], in initCaps()
3714 ANGLE_LIMIT_CAP(mState.mCaps.maxImageUnits, IMPLEMENTATION_MAX_IMAGE_UNITS); in initCaps()
3715 ANGLE_LIMIT_CAP(mState.mCaps.maxCombinedImageUniforms, IMPLEMENTATION_MAX_IMAGE_UNITS); in initCaps()
3718 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderImageUniforms[shaderType], in initCaps()
3724 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderAtomicCounterBuffers[shaderType], in initCaps()
3727 ANGLE_LIMIT_CAP(mState.mCaps.maxAtomicCounterBufferBindings, in initCaps()
3729 ANGLE_LIMIT_CAP(mState.mCaps.maxCombinedAtomicCounterBuffers, in initCaps()
3734 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderStorageBlocks[shaderType], in initCaps()
3737 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderStorageBufferBindings, in initCaps()
3739 ANGLE_LIMIT_CAP(mState.mCaps.maxCombinedShaderStorageBlocks, in initCaps()
3742 ANGLE_LIMIT_CAP(mState.mCaps.maxClipDistances, IMPLEMENTATION_MAX_CLIP_DISTANCES); in initCaps()
3744 ANGLE_LIMIT_CAP(mState.mCaps.maxFramebufferLayers, IMPLEMENTATION_MAX_FRAMEBUFFER_LAYERS); in initCaps()
3746 ANGLE_LIMIT_CAP(mState.mCaps.maxSampleMaskWords, MAX_SAMPLE_MASK_WORDS); in initCaps()
3748 ANGLE_LIMIT_CAP(mState.mExtensions.maxViews, IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS); in initCaps()
3750 ANGLE_LIMIT_CAP(mState.mExtensions.maxDualSourceDrawBuffers, in initCaps()
3788 ANGLE_LIMIT_CAP(mState.mCaps.maxImageUnits, maxImageUnits); in initCaps()
3814 ANGLE_LIMIT_CAP(mState.mCaps.maxDrawBuffers, maxDrawBuffers); in initCaps()
3841 #undef ANGLE_LIMIT_CAP in initCaps()