1 // 2 // Copyright 2013 The ANGLE Project Authors. All rights reserved. 3 // Use of this source code is governed by a BSD-style license that can be 4 // found in the LICENSE file. 5 // 6 7 // Contants.h: Defines some implementation specific and gl constants 8 9 #ifndef LIBANGLE_CONSTANTS_H_ 10 #define LIBANGLE_CONSTANTS_H_ 11 12 #include "common/platform.h" 13 14 #include <stddef.h> 15 16 namespace gl 17 { 18 19 // The binary cache is currently left disable by default, and the application can enable it. 20 const size_t kDefaultMaxProgramCacheMemoryBytes = 0; 21 22 enum 23 { 24 // Implementation upper limits, real maximums depend on the hardware 25 26 // Only up to 32x MSAA supported. 27 IMPLEMENTATION_MAX_SAMPLE_MASK_WORDS = 1, 28 IMPLEMENTATION_MAX_SAMPLES = 32, 29 30 MAX_VERTEX_ATTRIBS = 16, 31 MAX_VERTEX_ATTRIB_BINDINGS = 16, 32 33 IMPLEMENTATION_MAX_VARYING_VECTORS = 32, 34 IMPLEMENTATION_MAX_DRAW_BUFFERS = 8, 35 IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS = 36 IMPLEMENTATION_MAX_DRAW_BUFFERS + 2, // 2 extra for depth and/or stencil buffers 37 38 // The vast majority of devices support only one dual-source draw buffer 39 IMPLEMENTATION_MAX_DUAL_SOURCE_DRAW_BUFFERS = 1, 40 41 IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS = 16, 42 IMPLEMENTATION_MAX_GEOMETRY_SHADER_UNIFORM_BUFFERS = 16, 43 IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS = 16, 44 IMPLEMENTATION_MAX_COMPUTE_SHADER_UNIFORM_BUFFERS = 16, 45 46 // GL_EXT_geometry_shader increases the minimum value of GL_MAX_COMBINED_UNIFORM_BLOCKS to 36. 47 // GL_EXT_tessellation_shader increases the minimum value to 60. 48 IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS = 60, 49 50 // GL_EXT_geometry_shader increases the minimum value of GL_MAX_UNIFORM_BUFFER_BINDINGS to 48. 51 // GL_EXT_tessellation_shader increases the minimum value to 72. 52 IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS = 72, 53 54 // Transform feedback limits set to the minimum required by the spec. 55 IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 128, 56 IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 4, 57 IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 4, 58 IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS = 4, 59 60 // Maximum number of views which are supported by the multiview implementation. 61 IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS = 4, 62 63 // These are the maximums the implementation can support 64 // The actual GL caps are limited by the device caps 65 // and should be queried from the Context 66 IMPLEMENTATION_MAX_2D_TEXTURE_SIZE = 32768, 67 IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 32768, 68 IMPLEMENTATION_MAX_3D_TEXTURE_SIZE = 16384, 69 IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048, 70 71 // 1+log2 of max of MAX_*_TEXTURE_SIZE 72 IMPLEMENTATION_MAX_TEXTURE_LEVELS = 16, 73 74 IMPLEMENTATION_MAX_SHADER_TEXTURES = 32, 75 76 // In ES 3.1 and below, the limit for active textures is 64. 77 IMPLEMENTATION_MAX_ES31_ACTIVE_TEXTURES = 64, 78 79 // In ES 3.2 we need to support a minimum of 96 maximum textures. 80 IMPLEMENTATION_MAX_ACTIVE_TEXTURES = 96, 81 IMPLEMENTATION_MAX_IMAGE_UNITS = IMPLEMENTATION_MAX_ACTIVE_TEXTURES, 82 83 // Maximum framebuffer and renderbuffer size supported. 84 IMPLEMENTATION_MAX_FRAMEBUFFER_SIZE = 32768, 85 IMPLEMENTATION_MAX_RENDERBUFFER_SIZE = 32768, 86 87 // Maximum number of slots allocated for atomic counter buffers. 88 IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = 8, 89 90 // Implementation upper limits, real maximums depend on the hardware. 91 IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 64, 92 93 // Implementation upper limits of max number of clip distances (minimum required per spec) 94 IMPLEMENTATION_MAX_CLIP_DISTANCES = 8, 95 96 // Implementation upper limit for layered framebuffer layer count 97 IMPLEMENTATION_MAX_FRAMEBUFFER_LAYERS = 256, 98 99 // ANGLE_shader_pixel_local_storage: keep the maximum number of supported planes reasonably 100 // similar on all platforms. 101 IMPLEMENTATION_MAX_PIXEL_LOCAL_STORAGE_PLANES = 8, 102 }; 103 104 namespace limits 105 { 106 // Almost all drivers use 2048 (the minimum value) as GL_MAX_VERTEX_ATTRIB_STRIDE. ANGLE advertizes 107 // the same limit. 108 constexpr uint32_t kMaxVertexAttribStride = 2048; 109 110 // Some of the minimums required by GL, used to detect if the backend meets the minimum requirement. 111 // Currently, there's no need to separate these values per spec version. 112 constexpr uint32_t kMinimumComputeStorageBuffers = 4; 113 114 // OpenGL ES 3.0+ Minimum Values 115 // Table 6.31 MAX_VERTEX_UNIFORM_BLOCKS minimum value = 12 116 // Table 6.32 MAX_FRAGMENT_UNIFORM_BLOCKS minimum value = 12 117 constexpr uint32_t kMinimumShaderUniformBlocks = 12; 118 // Table 6.31 MAX_VERTEX_OUTPUT_COMPONENTS minimum value = 64 119 constexpr uint32_t kMinimumVertexOutputComponents = 64; 120 121 // OpenGL ES 3.2+ Minimum Values 122 // Table 21.42 TEXTURE_BUFFER_OFFSET_ALIGNMENT minimum value = 256 123 constexpr uint32_t kMinTextureBufferOffsetAlignment = 256; 124 125 } // namespace limits 126 127 } // namespace gl 128 129 #endif // LIBANGLE_CONSTANTS_H_ 130