config.h revision ebf58ea3a392cbaddc9341b9f68a57da4f333104
1/** 2 * \file config.h 3 * Tunable configuration parameters. 4 */ 5 6/* 7 * Mesa 3-D graphics library 8 * Version: 6.5.1 9 * 10 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. 11 * 12 * Permission is hereby granted, free of charge, to any person obtaining a 13 * copy of this software and associated documentation files (the "Software"), 14 * to deal in the Software without restriction, including without limitation 15 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 16 * and/or sell copies of the Software, and to permit persons to whom the 17 * Software is furnished to do so, subject to the following conditions: 18 * 19 * The above copyright notice and this permission notice shall be included 20 * in all copies or substantial portions of the Software. 21 * 22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 28 */ 29 30 31#ifndef CONFIG_H 32#define CONFIG_H 33 34/** 35 * \name OpenGL implementation limits 36 */ 37/*@{*/ 38 39/** Maximum modelview matrix stack depth */ 40#define MAX_MODELVIEW_STACK_DEPTH 32 41 42/** Maximum projection matrix stack depth */ 43#define MAX_PROJECTION_STACK_DEPTH 32 44 45/** Maximum texture matrix stack depth */ 46#define MAX_TEXTURE_STACK_DEPTH 10 47 48/** Maximum color matrix stack depth */ 49#define MAX_COLOR_STACK_DEPTH 4 50 51/** Maximum attribute stack depth */ 52#define MAX_ATTRIB_STACK_DEPTH 16 53 54/** Maximum client attribute stack depth */ 55#define MAX_CLIENT_ATTRIB_STACK_DEPTH 16 56 57/** Maximum recursion depth of display list calls */ 58#define MAX_LIST_NESTING 64 59 60/** Maximum number of lights */ 61#define MAX_LIGHTS 8 62 63/** Maximum user-defined clipping planes */ 64#define MAX_CLIP_PLANES 6 65 66/** Maximum pixel map lookup table size */ 67#define MAX_PIXEL_MAP_TABLE 256 68 69/** Maximum number of auxillary color buffers */ 70#define MAX_AUX_BUFFERS 4 71 72/** Maximum order (degree) of curves */ 73#ifdef AMIGA 74# define MAX_EVAL_ORDER 12 75#else 76# define MAX_EVAL_ORDER 30 77#endif 78 79/** Maximum Name stack depth */ 80#define MAX_NAME_STACK_DEPTH 64 81 82/** Minimum point size */ 83#define MIN_POINT_SIZE 1.0 84/** Maximum point size */ 85#define MAX_POINT_SIZE 20.0 86/** Point size granularity */ 87#define POINT_SIZE_GRANULARITY 0.1 88 89/** Minimum line width */ 90#define MIN_LINE_WIDTH 1.0 91/** Maximum line width */ 92#define MAX_LINE_WIDTH 10.0 93/** Line width granularity */ 94#define LINE_WIDTH_GRANULARITY 0.1 95 96/** Max texture palette / color table size */ 97#define MAX_COLOR_TABLE_SIZE 256 98 99/** Number of 1D/2D texture mipmap levels */ 100#define MAX_TEXTURE_LEVELS 12 101 102/** Number of 3D texture mipmap levels */ 103#define MAX_3D_TEXTURE_LEVELS 9 104 105/** Number of cube texture mipmap levels - GL_ARB_texture_cube_map */ 106#define MAX_CUBE_TEXTURE_LEVELS 12 107 108/** Maximum rectangular texture size - GL_NV_texture_rectangle */ 109#define MAX_TEXTURE_RECT_SIZE 2048 110 111/** Number of texture units - GL_ARB_multitexture 112 * This needs to be the larger of MAX_TEXTURE_COORD_UNITS and 113 * MAX_TEXTURE_IMAGE_UNITS seen below, since MAX_TEXTURE_UNITS is used 114 * to dimension some arrays that store both coord and image data. 115*/ 116#define MAX_TEXTURE_UNITS 8 117 118/*@}*/ 119 120 121/** 122 * \name Separate numbers of texture coordinates and texture image units. 123 * 124 * These values will eventually replace most instances of MAX_TEXTURE_UNITS. 125 * We should always have MAX_TEXTURE_COORD_UNITS <= MAX_TEXTURE_IMAGE_UNITS. 126 * And, GL_MAX_TEXTURE_UNITS <= MAX_TEXTURE_COORD_UNITS. 127 */ 128/*@{*/ 129#define MAX_TEXTURE_COORD_UNITS 8 130#define MAX_TEXTURE_IMAGE_UNITS 8 131/*@}*/ 132 133/** 134 * Maximum viewport/image width. Must accomodate all texture sizes too. 135 */ 136#define MAX_WIDTH 4096 137/** Maximum viewport/image height */ 138#define MAX_HEIGHT 4096 139 140/** Maxmimum size for CVA. May be overridden by the drivers. */ 141#define MAX_ARRAY_LOCK_SIZE 3000 142 143/** Subpixel precision for antialiasing, window coordinate snapping */ 144#define SUB_PIXEL_BITS 4 145 146/** Size of histogram tables */ 147#define HISTOGRAM_TABLE_SIZE 256 148 149/** Max convolution filter width */ 150#define MAX_CONVOLUTION_WIDTH 9 151/** Max convolution filter height */ 152#define MAX_CONVOLUTION_HEIGHT 9 153 154/** For GL_ARB_texture_compression */ 155#define MAX_COMPRESSED_TEXTURE_FORMATS 25 156 157/** For GL_EXT_texture_filter_anisotropic */ 158#define MAX_TEXTURE_MAX_ANISOTROPY 16.0 159 160/** For GL_EXT_texture_lod_bias (typically MAX_TEXTURE_LEVELS - 1) */ 161#define MAX_TEXTURE_LOD_BIAS 11.0 162 163/** For GL_NV_vertex_program */ 164/*@{*/ 165#define MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS 128 166#define MAX_NV_VERTEX_PROGRAM_TEMPS 12 167#define MAX_NV_VERTEX_PROGRAM_PARAMS 128 /* KW: power of two */ 168#define MAX_NV_VERTEX_PROGRAM_INPUTS 16 169#define MAX_NV_VERTEX_PROGRAM_OUTPUTS 15 170/*@}*/ 171 172/** For GL_NV_fragment_program */ 173/*@{*/ 174#define MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS 1024 /* 72 for GL_ARB_f_p */ 175#define MAX_NV_FRAGMENT_PROGRAM_TEMPS 96 176#define MAX_NV_FRAGMENT_PROGRAM_PARAMS 64 177#define MAX_NV_FRAGMENT_PROGRAM_INPUTS 12 178#define MAX_NV_FRAGMENT_PROGRAM_OUTPUTS 3 179#define MAX_NV_FRAGMENT_PROGRAM_WRITE_ONLYS 2 180/*@}*/ 181 182/** For GL_ARB_vertex_program */ 183/*@{*/ 184#define MAX_VERTEX_PROGRAM_ADDRESS_REGS 1 185#define MAX_VERTEX_PROGRAM_ATTRIBS 16 186/*@}*/ 187 188/** For GL_ARB_fragment_program */ 189/*@{*/ 190#define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0 191#define MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS 48 192#define MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS 24 193#define MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS 4 194/*@}*/ 195 196/** For any program target/extension */ 197/*@{*/ 198#define MAX_PROGRAM_LOCAL_PARAMS 128 /* KW: power of two */ 199#define MAX_PROGRAM_MATRICES 8 200#define MAX_PROGRAM_MATRIX_STACK_DEPTH 4 201/*@}*/ 202 203/** For GL_ARB_fragment_shader */ 204/*@{*/ 205#define MAX_FRAGMENT_UNIFORM_COMPONENTS 64 206/*@}*/ 207 208/** For GL_ARB_vertex_shader */ 209/*@{*/ 210#define MAX_VERTEX_ATTRIBS 16 211#define MAX_VERTEX_UNIFORM_COMPONENTS 512 212#define MAX_VARYING_FLOATS 32 213#define MAX_VERTEX_TEXTURE_IMAGE_UNITS 0 214#define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS + MAX_VERTEX_TEXTURE_IMAGE_UNITS) 215/*@}*/ 216 217 218/** For GL_ARB_draw_buffers */ 219/*@{*/ 220#define MAX_DRAW_BUFFERS 1 221/*@}*/ 222 223 224/** For GL_EXT_framebuffer_object */ 225/*@{*/ 226#define MAX_COLOR_ATTACHMENTS 8 227/*@}*/ 228 229 230 231/** 232 * \name Mesa-specific parameters 233 */ 234/*@{*/ 235 236 237/** 238 * If non-zero use GLdouble for walking triangle edges, for better accuracy. 239 */ 240#define TRIANGLE_WALK_DOUBLE 0 241 242 243/** 244 * Bits per depth buffer value. 245 * 246 * Any reasonable value up to 31 will work. 32 doesn't work because of integer 247 * overflow problems in the rasterizer code. 248 */ 249#ifndef DEFAULT_SOFTWARE_DEPTH_BITS 250#define DEFAULT_SOFTWARE_DEPTH_BITS 16 251#endif 252/** Depth buffer data type */ 253#if DEFAULT_SOFTWARE_DEPTH_BITS <= 16 254#define DEFAULT_SOFTWARE_DEPTH_TYPE GLushort 255#else 256#define DEFAULT_SOFTWARE_DEPTH_TYPE GLuint 257#endif 258 259 260/** 261 * Bits per stencil value: 8 262 */ 263#define STENCIL_BITS 8 264 265 266/** 267 * Bits per color channel: 8, 16 or 32 268 */ 269#ifndef CHAN_BITS 270#define CHAN_BITS 8 271#endif 272 273 274/* 275 * Color channel component order 276 * 277 * \note Changes will almost certainly cause problems at this time. 278 */ 279#define RCOMP 0 280#define GCOMP 1 281#define BCOMP 2 282#define ACOMP 3 283 284 285/* 286 * Enable/disable features (blocks of code) by setting FEATURE_xyz to 0 or 1. 287 */ 288#ifndef _HAVE_FULL_GL 289#define _HAVE_FULL_GL 1 290#endif 291 292#define FEATURE_userclip _HAVE_FULL_GL 293#define FEATURE_texgen _HAVE_FULL_GL 294#define FEATURE_windowpos _HAVE_FULL_GL 295#define FEATURE_ARB_occlusion_query _HAVE_FULL_GL 296#define FEATURE_ARB_fragment_program _HAVE_FULL_GL 297#define FEATURE_ARB_vertex_buffer_object _HAVE_FULL_GL 298#define FEATURE_ARB_vertex_program _HAVE_FULL_GL 299 300#define FEATURE_ARB_vertex_shader _HAVE_FULL_GL 301#define FEATURE_ARB_fragment_shader _HAVE_FULL_GL 302#define FEATURE_ARB_shader_objects (FEATURE_ARB_vertex_shader || FEATURE_ARB_fragment_shader) 303#define FEATURE_ARB_shading_language_100 FEATURE_ARB_shader_objects 304 305#define FEATURE_EXT_framebuffer_blit _HAVE_FULL_GL 306#define FEATURE_EXT_framebuffer_object _HAVE_FULL_GL 307#define FEATURE_EXT_pixel_buffer_object _HAVE_FULL_GL 308#define FEATURE_EXT_texture_sRGB _HAVE_FULL_GL 309#define FEATURE_EXT_timer_query _HAVE_FULL_GL 310#define FEATURE_ATI_fragment_shader _HAVE_FULL_GL 311#define FEATURE_MESA_program_debug _HAVE_FULL_GL 312#define FEATURE_NV_fence _HAVE_FULL_GL 313#define FEATURE_NV_fragment_program _HAVE_FULL_GL 314#define FEATURE_NV_vertex_program _HAVE_FULL_GL 315/*@}*/ 316 317 318/** 319 * Maximum number of temporary vertices required for clipping. 320 * 321 * Used in array_cache and tnl modules. 322 */ 323#define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1) 324 325 326#endif /* CONFIG_H */ 327