/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * Copyright (C) 2008 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /** * \file config.h * Tunable configuration parameters. */ #ifndef MESA_CONFIG_H_INCLUDED #define MESA_CONFIG_H_INCLUDED #include "compiler/shader_enums.h" /** * \name OpenGL implementation limits */ /*@{*/ /** Maximum modelview matrix stack depth */ #define MAX_MODELVIEW_STACK_DEPTH 32 /** Maximum projection matrix stack depth */ #define MAX_PROJECTION_STACK_DEPTH 32 /** Maximum texture matrix stack depth */ #define MAX_TEXTURE_STACK_DEPTH 10 /** Maximum attribute stack depth */ #define MAX_ATTRIB_STACK_DEPTH 16 /** Maximum client attribute stack depth */ #define MAX_CLIENT_ATTRIB_STACK_DEPTH 16 /** Maximum recursion depth of display list calls */ #define MAX_LIST_NESTING 64 /** Maximum number of lights */ #define MAX_LIGHTS 8 /** * 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 /** Maximum number of auxillary color buffers */ #define MAX_AUX_BUFFERS 1 /** Maximum order (degree) of curves */ #define MAX_EVAL_ORDER 30 /** Maximum Name stack depth */ #define MAX_NAME_STACK_DEPTH 64 /** Minimum point size */ #define MIN_POINT_SIZE 1.0 /** Maximum point size */ #define MAX_POINT_SIZE 60.0 /** Point size granularity */ #define POINT_SIZE_GRANULARITY 0.1 /** Minimum line width */ #define MIN_LINE_WIDTH 1.0 /** Maximum line width */ #define MAX_LINE_WIDTH 10.0 /** Line width granularity */ #define LINE_WIDTH_GRANULARITY 0.1 /** Max memory to allow for a single texture image (in megabytes) */ #define MAX_TEXTURE_MBYTES 1024 /** Number of 1D/2D texture mipmap levels */ #define MAX_TEXTURE_LEVELS 15 /** Number of 3D texture mipmap levels */ #define MAX_3D_TEXTURE_LEVELS 15 /** Number of cube texture mipmap levels - GL_ARB_texture_cube_map */ #define MAX_CUBE_TEXTURE_LEVELS 15 /** 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 */ #define MAX_ARRAY_TEXTURE_LAYERS 64 /** * Max number of texture coordinate units. This mainly just applies to * the fixed-function vertex code. This will be difficult to raise above * eight because of various vertex attribute bitvectors. */ #define MAX_TEXTURE_COORD_UNITS 8 /** * Max number of texture image units. Also determines number of texture * samplers in shaders. */ #define MAX_TEXTURE_IMAGE_UNITS 32 /** * Larger of MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS. * This value is only used for dimensioning arrays. * Either MAX_TEXTURE_COORD_UNITS or MAX_TEXTURE_IMAGE_UNITS (or the * corresponding ctx->Const.MaxTextureCoord/ImageUnits fields) should be * used almost everywhere else. */ #define MAX_TEXTURE_UNITS ((MAX_TEXTURE_COORD_UNITS > MAX_TEXTURE_IMAGE_UNITS) ? MAX_TEXTURE_COORD_UNITS : MAX_TEXTURE_IMAGE_UNITS) /** Maximum number of viewports supported with ARB_viewport_array */ #define MAX_VIEWPORTS 16 /** Maximum number of window rectangles supported with EXT_window_rectangles */ #define MAX_WINDOW_RECTANGLES 8 /** Maximum 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 /** For GL_ARB_texture_compression */ #define MAX_COMPRESSED_TEXTURE_FORMATS 25 /** For GL_EXT_texture_filter_anisotropic */ #define MAX_TEXTURE_MAX_ANISOTROPY 16.0 /** For GL_EXT_texture_lod_bias (typically MAX_TEXTURE_LEVELS - 1) */ #define MAX_TEXTURE_LOD_BIAS 14.0 /** For any program target/extension */ /*@{*/ #define MAX_PROGRAM_INSTRUCTIONS (16 * 1024) /** * Per-program constants (power of two) * * \c MAX_PROGRAM_LOCAL_PARAMS and \c MAX_UNIFORMS are just the assembly shader * and GLSL shader names for the same thing. They should \b always have the * same value. Each refers to the number of vec4 values supplied as * per-program parameters. */ /*@{*/ #define MAX_PROGRAM_LOCAL_PARAMS 4096 #define MAX_UNIFORMS 4096 #define MAX_UNIFORM_BUFFERS 15 /* + 1 default uniform buffer */ #define MAX_SHADER_STORAGE_BUFFERS 16 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ #define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 6) #define MAX_COMBINED_SHADER_STORAGE_BUFFERS (MAX_SHADER_STORAGE_BUFFERS * 6) #define MAX_ATOMIC_COUNTERS 4096 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ #define MAX_COMBINED_ATOMIC_BUFFERS (MAX_UNIFORM_BUFFERS * 6) /* Size of an atomic counter in bytes according to ARB_shader_atomic_counters */ #define ATOMIC_COUNTER_SIZE 4 #define MAX_IMAGE_UNIFORMS 32 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ #define MAX_IMAGE_UNITS (MAX_IMAGE_UNIFORMS * 6) /*@}*/ /** * Per-context constants (power of two) * * \note * This value should always be less than or equal to \c MAX_PROGRAM_LOCAL_PARAMS * and \c MAX_VERTEX_PROGRAM_PARAMS. Otherwise some applications will make * incorrect assumptions. */ #define MAX_PROGRAM_ENV_PARAMS 256 #define MAX_PROGRAM_MATRICES 8 #define MAX_PROGRAM_MATRIX_STACK_DEPTH 4 #define MAX_PROGRAM_CALL_DEPTH 8 #define MAX_PROGRAM_TEMPS 256 #define MAX_PROGRAM_ADDRESS_REGS 1 #define MAX_SAMPLERS MAX_TEXTURE_IMAGE_UNITS #define MAX_PROGRAM_INPUTS 32 #define MAX_PROGRAM_OUTPUTS 64 /*@}*/ /** For GL_ARB_vertex_program */ /*@{*/ #define MAX_VERTEX_PROGRAM_ADDRESS_REGS 1 #define MAX_VERTEX_PROGRAM_PARAMS MAX_UNIFORMS /*@}*/ /** For GL_ARB_fragment_program */ /*@{*/ #define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0 #define MAX_FRAGMENT_PROGRAM_PARAMS 64 #define MAX_FRAGMENT_PROGRAM_INPUTS 12 /*@}*/ /** For GL_ARB_vertex_shader */ /*@{*/ #define MAX_VERTEX_GENERIC_ATTRIBS 16 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ #define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6) /*@}*/ /** 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 SUPPORTED_ATI_BUMP_UNITS 0xff /** For GL_EXT_transform_feedback */ #define MAX_FEEDBACK_BUFFERS 4 #define MAX_FEEDBACK_ATTRIBS 32 /** For geometry shader */ /*@{*/ #define MAX_GEOMETRY_UNIFORM_COMPONENTS 512 #define MAX_GEOMETRY_OUTPUT_VERTICES 256 #define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024 /*@}*/ /** For GL_ARB_debug_output and GL_KHR_debug */ /*@{*/ #define MAX_DEBUG_LOGGED_MESSAGES 10 #define MAX_DEBUG_MESSAGE_LENGTH 4096 /*@}*/ /** For GL_KHR_debug */ /*@{*/ #define MAX_LABEL_LENGTH 256 #define MAX_DEBUG_GROUP_STACK_DEPTH 64 /*@}*/ /** For GL_ARB_gpu_shader5 */ /*@{*/ #define MAX_GEOMETRY_SHADER_INVOCATIONS 32 #define MIN_FRAGMENT_INTERPOLATION_OFFSET -0.5 #define MAX_FRAGMENT_INTERPOLATION_OFFSET 0.5 #define FRAGMENT_INTERPOLATION_OFFSET_BITS 4 #define MAX_VERTEX_STREAMS 4 /*@}*/ /** For GL_ARB_shader_subroutine */ /*@{*/ #define MAX_SUBROUTINES 256 #define MAX_SUBROUTINE_UNIFORM_LOCATIONS 1024 /*@}*/ /** For GL_INTEL_performance_query */ /*@{*/ #define MAX_PERFQUERY_QUERY_NAME_LENGTH 256 #define MAX_PERFQUERY_COUNTER_NAME_LENGTH 256 #define MAX_PERFQUERY_COUNTER_DESC_LENGTH 1024 #define PERFQUERY_HAVE_GPA_EXTENDED_COUNTERS 0 /*@}*/ /** For GL_ARB_pipeline_statistics_query */ #define MAX_PIPELINE_STATISTICS 11 /** For GL_ARB_tessellation_shader */ /*@{*/ #define MAX_TESS_GEN_LEVEL 64 #define MAX_PATCH_VERTICES 32 #define MAX_TESS_PATCH_COMPONENTS 120 #define MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4096 /*@}*/ /* * Color channel component order * * \note Changes will almost certainly cause problems at this time. */ #define RCOMP 0 #define GCOMP 1 #define BCOMP 2 #define ACOMP 3 /** * Maximum number of temporary vertices required for clipping. * * Used in array_cache and tnl modules. */ #define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1) /** For GL_ARB_sample_locations - maximum of SAMPLE_LOCATION_PIXEL_GRID_*_ARB */ #define MAX_SAMPLE_LOCATION_GRID_SIZE 4 /* It is theoretically possible for Consts.MaxSamples to be >32 but * other code seems to assume that is not the case. */ #define MAX_SAMPLE_LOCATION_TABLE_SIZE \ (MAX_SAMPLE_LOCATION_GRID_SIZE * MAX_SAMPLE_LOCATION_GRID_SIZE * 32) #endif /* MESA_CONFIG_H_INCLUDED */