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+//
+// 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_