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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 
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