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-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Constants.h | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Constants.h b/gfx/angle/checkout/src/libANGLE/Constants.h new file mode 100644 index 0000000000..36152825e4 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Constants.h @@ -0,0 +1,125 @@ +// +// Copyright 2013 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Contants.h: Defines some implementation specific and gl constants + +#ifndef LIBANGLE_CONSTANTS_H_ +#define LIBANGLE_CONSTANTS_H_ + +#include "common/platform.h" + +#include <stdint.h> + +namespace gl +{ + +// The binary cache is currently left disable by default, and the application can enable it. +const size_t kDefaultMaxProgramCacheMemoryBytes = 0; + +enum +{ + // Implementation upper limits, real maximums depend on the hardware + + // Only up to 32x MSAA supported. + IMPLEMENTATION_MAX_SAMPLE_MASK_WORDS = 1, + IMPLEMENTATION_MAX_SAMPLES = 32, + + MAX_VERTEX_ATTRIBS = 16, + MAX_VERTEX_ATTRIB_BINDINGS = 16, + + IMPLEMENTATION_MAX_VARYING_VECTORS = 32, + IMPLEMENTATION_MAX_DRAW_BUFFERS = 8, + IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS = + IMPLEMENTATION_MAX_DRAW_BUFFERS + 2, // 2 extra for depth and/or stencil buffers + + // The vast majority of devices support only one dual-source draw buffer + IMPLEMENTATION_MAX_DUAL_SOURCE_DRAW_BUFFERS = 1, + + IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS = 16, + IMPLEMENTATION_MAX_GEOMETRY_SHADER_UNIFORM_BUFFERS = 16, + IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS = 16, + IMPLEMENTATION_MAX_COMPUTE_SHADER_UNIFORM_BUFFERS = 16, + + // GL_EXT_geometry_shader increases the minimum value of GL_MAX_COMBINED_UNIFORM_BLOCKS to 36. + // GL_EXT_tessellation_shader increases the minimum value to 60. + IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS = 60, + + // GL_EXT_geometry_shader increases the minimum value of GL_MAX_UNIFORM_BUFFER_BINDINGS to 48. + // GL_EXT_tessellation_shader increases the minimum value to 72. + IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS = 72, + + // Transform feedback limits set to the minimum required by the spec. + IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 128, + IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 4, + IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 4, + IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS = 4, + + // Maximum number of views which are supported by the implementation of ANGLE_multiview. + IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS = 4, + + // These are the maximums the implementation can support + // The actual GL caps are limited by the device caps + // and should be queried from the Context + IMPLEMENTATION_MAX_2D_TEXTURE_SIZE = 32768, + IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 32768, + IMPLEMENTATION_MAX_3D_TEXTURE_SIZE = 16384, + IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048, + + // 1+log2 of max of MAX_*_TEXTURE_SIZE + IMPLEMENTATION_MAX_TEXTURE_LEVELS = 16, + + IMPLEMENTATION_MAX_SHADER_TEXTURES = 32, + + // In ES 3.1 and below, the limit for active textures is 64. + IMPLEMENTATION_MAX_ES31_ACTIVE_TEXTURES = 64, + + // In ES 3.2 we need to support a minimum of 96 maximum textures. + IMPLEMENTATION_MAX_ACTIVE_TEXTURES = 96, + IMPLEMENTATION_MAX_IMAGE_UNITS = IMPLEMENTATION_MAX_ACTIVE_TEXTURES, + + // Maximum number of slots allocated for atomic counter buffers. + IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = 8, + + // Implementation upper limits, real maximums depend on the hardware. + IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 64, + + // Implementation upper limits of max number of clip distances (minimum required per spec) + IMPLEMENTATION_MAX_CLIP_DISTANCES = 8, + + // Implementation upper limit for layered framebuffer layer count + IMPLEMENTATION_MAX_FRAMEBUFFER_LAYERS = 256, + + // ANGLE_shader_pixel_local_storage: keep the maximum number of supported planes reasonably + // similar on all platforms. + IMPLEMENTATION_MAX_PIXEL_LOCAL_STORAGE_PLANES = 8, +}; + +namespace limits +{ +// Almost all drivers use 2048 (the minimum value) as GL_MAX_VERTEX_ATTRIB_STRIDE. ANGLE advertizes +// the same limit. +constexpr uint32_t kMaxVertexAttribStride = 2048; + +// Some of the minimums required by GL, used to detect if the backend meets the minimum requirement. +// Currently, there's no need to separate these values per spec version. +constexpr uint32_t kMinimumComputeStorageBuffers = 4; + +// OpenGL ES 3.0+ Minimum Values +// Table 6.31 MAX_VERTEX_UNIFORM_BLOCKS minimum value = 12 +// Table 6.32 MAX_FRAGMENT_UNIFORM_BLOCKS minimum value = 12 +constexpr uint32_t kMinimumShaderUniformBlocks = 12; +// Table 6.31 MAX_VERTEX_OUTPUT_COMPONENTS minimum value = 64 +constexpr uint32_t kMinimumVertexOutputComponents = 64; + +// OpenGL ES 3.2+ Minimum Values +// Table 21.42 TEXTURE_BUFFER_OFFSET_ALIGNMENT minimum value = 256 +constexpr uint32_t kMinTextureBufferOffsetAlignment = 256; + +} // namespace limits + +} // namespace gl + +#endif // LIBANGLE_CONSTANTS_H_ |