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 1D/2D texture mipmap levels */ 98 #define MAX_TEXTURE_LEVELS 15 99 100 /** Number of 3D texture mipmap levels */ 101 #define MAX_3D_TEXTURE_LEVELS 15 102 103 /** Number of cube texture mipmap levels - GL_ARB_texture_cube_map */ 104 #define MAX_CUBE_TEXTURE_LEVELS 15 105 106 /** Maximum rectangular texture size - GL_NV_texture_rectangle */ 107 #define MAX_TEXTURE_RECT_SIZE 16384 108 109 /** 110 * Maximum number of layers in a 1D or 2D array texture - GL_MESA_texture_array 111 */ 112 #define MAX_ARRAY_TEXTURE_LAYERS 64 113 114 /** 115 * Max number of texture coordinate units. This mainly just applies to 116 * the fixed-function vertex code. This will be difficult to raise above 117 * eight because of various vertex attribute bitvectors. 118 */ 119 #define MAX_TEXTURE_COORD_UNITS 8 120 121 /** 122 * Max number of texture image units. Also determines number of texture 123 * samplers in shaders. 124 */ 125 #define MAX_TEXTURE_IMAGE_UNITS 32 126 127 /** 128 * Larger of MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS. 129 * This value is only used for dimensioning arrays. 130 * Either MAX_TEXTURE_COORD_UNITS or MAX_TEXTURE_IMAGE_UNITS (or the 131 * corresponding ctx->Const.MaxTextureCoord/ImageUnits fields) should be 132 * used almost everywhere else. 133 */ 134 #define MAX_TEXTURE_UNITS ((MAX_TEXTURE_COORD_UNITS > MAX_TEXTURE_IMAGE_UNITS) ? MAX_TEXTURE_COORD_UNITS : MAX_TEXTURE_IMAGE_UNITS) 135 136 /** Maximum number of viewports supported with ARB_viewport_array */ 137 #define MAX_VIEWPORTS 16 138 139 /** Maximum number of window rectangles supported with EXT_window_rectangles */ 140 #define MAX_WINDOW_RECTANGLES 8 141 142 /** Maximum size for CVA. May be overridden by the drivers. */ 143 #define MAX_ARRAY_LOCK_SIZE 3000 144 145 /** Subpixel precision for antialiasing, window coordinate snapping */ 146 #define SUB_PIXEL_BITS 4 147 148 /** For GL_ARB_texture_compression */ 149 #define MAX_COMPRESSED_TEXTURE_FORMATS 25 150 151 /** For GL_EXT_texture_filter_anisotropic */ 152 #define MAX_TEXTURE_MAX_ANISOTROPY 16.0 153 154 /** For GL_EXT_texture_lod_bias (typically MAX_TEXTURE_LEVELS - 1) */ 155 #define MAX_TEXTURE_LOD_BIAS 14.0 156 157 /** For any program target/extension */ 158 /*@{*/ 159 #define MAX_PROGRAM_INSTRUCTIONS (16 * 1024) 160 161 /** 162 * Per-program constants (power of two) 163 * 164 * \c MAX_PROGRAM_LOCAL_PARAMS and \c MAX_UNIFORMS are just the assembly shader 165 * and GLSL shader names for the same thing. They should \b always have the 166 * same value. Each refers to the number of vec4 values supplied as 167 * per-program parameters. 168 */ 169 /*@{*/ 170 #define MAX_PROGRAM_LOCAL_PARAMS 4096 171 #define MAX_UNIFORMS 4096 172 #define MAX_UNIFORM_BUFFERS 15 /* + 1 default uniform buffer */ 173 #define MAX_SHADER_STORAGE_BUFFERS 16 174 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 175 #define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 6) 176 #define MAX_COMBINED_SHADER_STORAGE_BUFFERS (MAX_SHADER_STORAGE_BUFFERS * 6) 177 #define MAX_ATOMIC_COUNTERS 4096 178 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 179 #define MAX_COMBINED_ATOMIC_BUFFERS (MAX_UNIFORM_BUFFERS * 6) 180 /* Size of an atomic counter in bytes according to ARB_shader_atomic_counters */ 181 #define ATOMIC_COUNTER_SIZE 4 182 #define MAX_IMAGE_UNIFORMS 32 183 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 184 #define MAX_IMAGE_UNITS (MAX_IMAGE_UNIFORMS * 6) 185 /*@}*/ 186 187 /** 188 * Per-context constants (power of two) 189 * 190 * \note 191 * This value should always be less than or equal to \c MAX_PROGRAM_LOCAL_PARAMS 192 * and \c MAX_VERTEX_PROGRAM_PARAMS. Otherwise some applications will make 193 * incorrect assumptions. 194 */ 195 #define MAX_PROGRAM_ENV_PARAMS 256 196 197 #define MAX_PROGRAM_MATRICES 8 198 #define MAX_PROGRAM_MATRIX_STACK_DEPTH 4 199 #define MAX_PROGRAM_CALL_DEPTH 8 200 #define MAX_PROGRAM_TEMPS 256 201 #define MAX_PROGRAM_ADDRESS_REGS 1 202 #define MAX_SAMPLERS MAX_TEXTURE_IMAGE_UNITS 203 #define MAX_PROGRAM_INPUTS 32 204 #define MAX_PROGRAM_OUTPUTS 64 205 /*@}*/ 206 207 /** For GL_ARB_vertex_program */ 208 /*@{*/ 209 #define MAX_VERTEX_PROGRAM_ADDRESS_REGS 1 210 #define MAX_VERTEX_PROGRAM_PARAMS MAX_UNIFORMS 211 /*@}*/ 212 213 /** For GL_ARB_fragment_program */ 214 /*@{*/ 215 #define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0 216 #define MAX_FRAGMENT_PROGRAM_PARAMS 64 217 #define MAX_FRAGMENT_PROGRAM_INPUTS 12 218 /*@}*/ 219 220 /** For GL_ARB_vertex_shader */ 221 /*@{*/ 222 #define MAX_VERTEX_GENERIC_ATTRIBS 16 223 /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 224 #define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6) 225 /*@}*/ 226 227 228 /** For GL_EXT_framebuffer_object */ 229 /*@{*/ 230 #define MAX_COLOR_ATTACHMENTS 8 231 #define MAX_RENDERBUFFER_SIZE 16384 232 /*@}*/ 233 234 /** For GL_ATI_envmap_bump - support bump mapping on first 8 units */ 235 #define SUPPORTED_ATI_BUMP_UNITS 0xff 236 237 /** For GL_EXT_transform_feedback */ 238 #define MAX_FEEDBACK_BUFFERS 4 239 #define MAX_FEEDBACK_ATTRIBS 32 240 241 /** For geometry shader */ 242 /*@{*/ 243 #define MAX_GEOMETRY_UNIFORM_COMPONENTS 512 244 #define MAX_GEOMETRY_OUTPUT_VERTICES 256 245 #define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024 246 /*@}*/ 247 248 /** For GL_ARB_debug_output and GL_KHR_debug */ 249 /*@{*/ 250 #define MAX_DEBUG_LOGGED_MESSAGES 10 251 #define MAX_DEBUG_MESSAGE_LENGTH 4096 252 /*@}*/ 253 254 /** For GL_KHR_debug */ 255 /*@{*/ 256 #define MAX_LABEL_LENGTH 256 257 #define MAX_DEBUG_GROUP_STACK_DEPTH 64 258 /*@}*/ 259 260 /** For GL_ARB_gpu_shader5 */ 261 /*@{*/ 262 #define MAX_GEOMETRY_SHADER_INVOCATIONS 32 263 #define MIN_FRAGMENT_INTERPOLATION_OFFSET -0.5 264 #define MAX_FRAGMENT_INTERPOLATION_OFFSET 0.5 265 #define FRAGMENT_INTERPOLATION_OFFSET_BITS 4 266 #define MAX_VERTEX_STREAMS 4 267 /*@}*/ 268 269 /** For GL_ARB_shader_subroutine */ 270 /*@{*/ 271 #define MAX_SUBROUTINES 256 272 #define MAX_SUBROUTINE_UNIFORM_LOCATIONS 1024 273 /*@}*/ 274 275 /** For GL_INTEL_performance_query */ 276 /*@{*/ 277 #define MAX_PERFQUERY_QUERY_NAME_LENGTH 256 278 #define MAX_PERFQUERY_COUNTER_NAME_LENGTH 256 279 #define MAX_PERFQUERY_COUNTER_DESC_LENGTH 1024 280 #define PERFQUERY_HAVE_GPA_EXTENDED_COUNTERS 0 281 /*@}*/ 282 283 /** For GL_ARB_pipeline_statistics_query */ 284 #define MAX_PIPELINE_STATISTICS 11 285 286 /** For GL_ARB_tessellation_shader */ 287 /*@{*/ 288 #define MAX_TESS_GEN_LEVEL 64 289 #define MAX_PATCH_VERTICES 32 290 #define MAX_TESS_PATCH_COMPONENTS 120 291 #define MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4096 292 /*@}*/ 293 294 /* 295 * Color channel component order 296 * 297 * \note Changes will almost certainly cause problems at this time. 298 */ 299 #define RCOMP 0 300 #define GCOMP 1 301 #define BCOMP 2 302 #define ACOMP 3 303 304 305 /** 306 * Maximum number of temporary vertices required for clipping. 307 * 308 * Used in array_cache and tnl modules. 309 */ 310 #define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1) 311 312 313 /** For GL_ARB_sample_locations - maximum of SAMPLE_LOCATION_PIXEL_GRID_*_ARB */ 314 #define MAX_SAMPLE_LOCATION_GRID_SIZE 4 315 316 /* It is theoretically possible for Consts.MaxSamples to be >32 but 317 * other code seems to assume that is not the case. 318 */ 319 #define MAX_SAMPLE_LOCATION_TABLE_SIZE \ 320 (MAX_SAMPLE_LOCATION_GRID_SIZE * MAX_SAMPLE_LOCATION_GRID_SIZE * 32) 321 322 #endif /* MESA_CONFIG_H_INCLUDED */ 323