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 35/** 36 * \name OpenGL implementation limits 37 */ 38/*@{*/ 39 40/** Maximum modelview matrix stack depth */ 41#define MAX_MODELVIEW_STACK_DEPTH 32 42 43/** Maximum projection matrix stack depth */ 44#define MAX_PROJECTION_STACK_DEPTH 32 45 46/** Maximum texture matrix stack depth */ 47#define MAX_TEXTURE_STACK_DEPTH 10 48 49/** Maximum attribute stack depth */ 50#define MAX_ATTRIB_STACK_DEPTH 16 51 52/** Maximum client attribute stack depth */ 53#define MAX_CLIENT_ATTRIB_STACK_DEPTH 16 54 55/** Maximum recursion depth of display list calls */ 56#define MAX_LIST_NESTING 64 57 58/** Maximum number of lights */ 59#define MAX_LIGHTS 8 60 61/** 62 * Maximum number of user-defined clipping planes supported by any driver in 63 * Mesa. This is used to size arrays. 64 */ 65#define MAX_CLIP_PLANES 8 66 67/** Maximum pixel map lookup table size */ 68#define MAX_PIXEL_MAP_TABLE 256 69 70/** Maximum number of auxillary color buffers */ 71#define MAX_AUX_BUFFERS 1 72 73/** Maximum order (degree) of curves */ 74#define MAX_EVAL_ORDER 30 75 76/** Maximum Name stack depth */ 77#define MAX_NAME_STACK_DEPTH 64 78 79/** Minimum point size */ 80#define MIN_POINT_SIZE 1.0 81/** Maximum point size */ 82#define MAX_POINT_SIZE 60.0 83/** Point size granularity */ 84#define POINT_SIZE_GRANULARITY 0.1 85 86/** Minimum line width */ 87#define MIN_LINE_WIDTH 1.0 88/** Maximum line width */ 89#define MAX_LINE_WIDTH 10.0 90/** Line width granularity */ 91#define LINE_WIDTH_GRANULARITY 0.1 92 93/** Max memory to allow for a single texture image (in megabytes) */ 94#define MAX_TEXTURE_MBYTES 1024 95 96/** Number of 1D/2D texture mipmap levels */ 97#define MAX_TEXTURE_LEVELS 15 98 99/** Number of 3D texture mipmap levels */ 100#define MAX_3D_TEXTURE_LEVELS 15 101 102/** Number of cube texture mipmap levels - GL_ARB_texture_cube_map */ 103#define MAX_CUBE_TEXTURE_LEVELS 15 104 105/** Maximum rectangular texture size - GL_NV_texture_rectangle */ 106#define MAX_TEXTURE_RECT_SIZE 16384 107 108/** 109 * Maximum number of layers in a 1D or 2D array texture - GL_MESA_texture_array 110 */ 111#define MAX_ARRAY_TEXTURE_LAYERS 64 112 113/** 114 * Max number of texture coordinate units. This mainly just applies to 115 * the fixed-function vertex code. This will be difficult to raise above 116 * eight because of various vertex attribute bitvectors. 117 */ 118#define MAX_TEXTURE_COORD_UNITS 8 119 120/** 121 * Max number of texture image units. Also determines number of texture 122 * samplers in shaders. 123 */ 124#define MAX_TEXTURE_IMAGE_UNITS 32 125 126/** 127 * Larger of MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS. 128 * This value is only used for dimensioning arrays. 129 * Either MAX_TEXTURE_COORD_UNITS or MAX_TEXTURE_IMAGE_UNITS (or the 130 * corresponding ctx->Const.MaxTextureCoord/ImageUnits fields) should be 131 * used almost everywhere else. 132 */ 133#define MAX_TEXTURE_UNITS ((MAX_TEXTURE_COORD_UNITS > MAX_TEXTURE_IMAGE_UNITS) ? MAX_TEXTURE_COORD_UNITS : MAX_TEXTURE_IMAGE_UNITS) 134 135/** Maximum number of viewports supported with ARB_viewport_array */ 136#define MAX_VIEWPORTS 16 137 138/** Maximum number of window rectangles supported with EXT_window_rectangles */ 139#define MAX_WINDOW_RECTANGLES 8 140 141/** Maximum size for CVA. May be overridden by the drivers. */ 142#define MAX_ARRAY_LOCK_SIZE 3000 143 144/** Subpixel precision for antialiasing, window coordinate snapping */ 145#define SUB_PIXEL_BITS 4 146 147/** For GL_ARB_texture_compression */ 148#define MAX_COMPRESSED_TEXTURE_FORMATS 25 149 150/** For GL_EXT_texture_filter_anisotropic */ 151#define MAX_TEXTURE_MAX_ANISOTROPY 16.0 152 153/** For GL_EXT_texture_lod_bias (typically MAX_TEXTURE_LEVELS - 1) */ 154#define MAX_TEXTURE_LOD_BIAS 14.0 155 156/** For any program target/extension */ 157/*@{*/ 158#define MAX_PROGRAM_INSTRUCTIONS (16 * 1024) 159 160/** 161 * Per-program constants (power of two) 162 * 163 * \c MAX_PROGRAM_LOCAL_PARAMS and \c MAX_UNIFORMS are just the assembly shader 164 * and GLSL shader names for the same thing. They should \b always have the 165 * same value. Each refers to the number of vec4 values supplied as 166 * per-program parameters. 167 */ 168/*@{*/ 169#define MAX_PROGRAM_LOCAL_PARAMS 4096 170#define MAX_UNIFORMS 4096 171#define MAX_UNIFORM_BUFFERS 15 /* + 1 default uniform buffer */ 172#define MAX_SHADER_STORAGE_BUFFERS 16 173/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 174#define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 6) 175#define MAX_COMBINED_SHADER_STORAGE_BUFFERS (MAX_SHADER_STORAGE_BUFFERS * 6) 176#define MAX_ATOMIC_COUNTERS 4096 177/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 178#define MAX_COMBINED_ATOMIC_BUFFERS (MAX_UNIFORM_BUFFERS * 6) 179/* Size of an atomic counter in bytes according to ARB_shader_atomic_counters */ 180#define ATOMIC_COUNTER_SIZE 4 181#define MAX_IMAGE_UNIFORMS 32 182/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 183#define MAX_IMAGE_UNITS (MAX_IMAGE_UNIFORMS * 6) 184/*@}*/ 185 186/** 187 * Per-context constants (power of two) 188 * 189 * \note 190 * This value should always be less than or equal to \c MAX_PROGRAM_LOCAL_PARAMS 191 * and \c MAX_VERTEX_PROGRAM_PARAMS. Otherwise some applications will make 192 * incorrect assumptions. 193 */ 194#define MAX_PROGRAM_ENV_PARAMS 256 195 196#define MAX_PROGRAM_MATRICES 8 197#define MAX_PROGRAM_MATRIX_STACK_DEPTH 4 198#define MAX_PROGRAM_CALL_DEPTH 8 199#define MAX_PROGRAM_TEMPS 256 200#define MAX_PROGRAM_ADDRESS_REGS 1 201#define MAX_SAMPLERS MAX_TEXTURE_IMAGE_UNITS 202#define MAX_PROGRAM_INPUTS 32 203#define MAX_PROGRAM_OUTPUTS 64 204/*@}*/ 205 206/** For GL_ARB_vertex_program */ 207/*@{*/ 208#define MAX_VERTEX_PROGRAM_ADDRESS_REGS 1 209#define MAX_VERTEX_PROGRAM_PARAMS MAX_UNIFORMS 210/*@}*/ 211 212/** For GL_ARB_fragment_program */ 213/*@{*/ 214#define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0 215#define MAX_FRAGMENT_PROGRAM_PARAMS 64 216#define MAX_FRAGMENT_PROGRAM_INPUTS 12 217/*@}*/ 218 219/** For GL_ARB_vertex_shader */ 220/*@{*/ 221#define MAX_VERTEX_GENERIC_ATTRIBS 16 222/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */ 223#define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6) 224/*@}*/ 225 226 227/** For GL_ARB_draw_buffers */ 228/*@{*/ 229#define MAX_DRAW_BUFFERS 8 230/*@}*/ 231 232 233/** For GL_EXT_framebuffer_object */ 234/*@{*/ 235#define MAX_COLOR_ATTACHMENTS 8 236#define MAX_RENDERBUFFER_SIZE 16384 237/*@}*/ 238 239/** For GL_ATI_envmap_bump - support bump mapping on first 8 units */ 240#define SUPPORTED_ATI_BUMP_UNITS 0xff 241 242/** For GL_EXT_transform_feedback */ 243#define MAX_FEEDBACK_BUFFERS 4 244#define MAX_FEEDBACK_ATTRIBS 32 245 246/** For geometry shader */ 247/*@{*/ 248#define MAX_GEOMETRY_UNIFORM_COMPONENTS 512 249#define MAX_GEOMETRY_OUTPUT_VERTICES 256 250#define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024 251/*@}*/ 252 253/** For GL_ARB_debug_output and GL_KHR_debug */ 254/*@{*/ 255#define MAX_DEBUG_LOGGED_MESSAGES 10 256#define MAX_DEBUG_MESSAGE_LENGTH 4096 257/*@}*/ 258 259/** For GL_KHR_debug */ 260/*@{*/ 261#define MAX_LABEL_LENGTH 256 262#define MAX_DEBUG_GROUP_STACK_DEPTH 64 263/*@}*/ 264 265/** For GL_ARB_gpu_shader5 */ 266/*@{*/ 267#define MAX_GEOMETRY_SHADER_INVOCATIONS 32 268#define MIN_FRAGMENT_INTERPOLATION_OFFSET -0.5 269#define MAX_FRAGMENT_INTERPOLATION_OFFSET 0.5 270#define FRAGMENT_INTERPOLATION_OFFSET_BITS 4 271#define MAX_VERTEX_STREAMS 4 272/*@}*/ 273 274/** For GL_ARB_shader_subroutine */ 275/*@{*/ 276#define MAX_SUBROUTINES 256 277#define MAX_SUBROUTINE_UNIFORM_LOCATIONS 1024 278/*@}*/ 279 280/** For GL_INTEL_performance_query */ 281/*@{*/ 282#define MAX_PERFQUERY_QUERY_NAME_LENGTH 256 283#define MAX_PERFQUERY_COUNTER_NAME_LENGTH 256 284#define MAX_PERFQUERY_COUNTER_DESC_LENGTH 1024 285#define PERFQUERY_HAVE_GPA_EXTENDED_COUNTERS 0 286/*@}*/ 287 288/** For GL_ARB_pipeline_statistics_query */ 289#define MAX_PIPELINE_STATISTICS 11 290 291/** For GL_ARB_tessellation_shader */ 292/*@{*/ 293#define MAX_TESS_GEN_LEVEL 64 294#define MAX_PATCH_VERTICES 32 295#define MAX_TESS_PATCH_COMPONENTS 120 296#define MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4096 297/*@}*/ 298 299/* 300 * Color channel component order 301 * 302 * \note Changes will almost certainly cause problems at this time. 303 */ 304#define RCOMP 0 305#define GCOMP 1 306#define BCOMP 2 307#define ACOMP 3 308 309 310/** 311 * Maximum number of temporary vertices required for clipping. 312 * 313 * Used in array_cache and tnl modules. 314 */ 315#define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1) 316 317 318#endif /* MESA_CONFIG_H_INCLUDED */ 319