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/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
* Copyright (C) 2008 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file config.h
* Tunable configuration parameters.
*/
#ifndef MESA_CONFIG_H_INCLUDED
#define MESA_CONFIG_H_INCLUDED
#define PACKAGE_VERSION "9.2-devel"
#define PACKAGE_BUGREPORT "https://bugs.freedesktop.org/enter_bug.cgi?product=Mesa"
/**
* \name OpenGL implementation limits
*/
/*@{*/
/** Maximum modelview matrix stack depth */
#define MAX_MODELVIEW_STACK_DEPTH 32
/** Maximum projection matrix stack depth */
#define MAX_PROJECTION_STACK_DEPTH 32
/** Maximum texture matrix stack depth */
#define MAX_TEXTURE_STACK_DEPTH 10
/** Maximum attribute stack depth */
#define MAX_ATTRIB_STACK_DEPTH 16
/** Maximum client attribute stack depth */
#define MAX_CLIENT_ATTRIB_STACK_DEPTH 16
/** Maximum recursion depth of display list calls */
#define MAX_LIST_NESTING 64
/** Maximum number of lights */
#define MAX_LIGHTS 8
/**
* Maximum number of user-defined clipping planes supported by any driver in
* Mesa. This is used to size arrays.
*/
#define MAX_CLIP_PLANES 8
/** Maximum pixel map lookup table size */
#define MAX_PIXEL_MAP_TABLE 256
/** Maximum number of auxillary color buffers */
#define MAX_AUX_BUFFERS 1
/** Maximum order (degree) of curves */
#define MAX_EVAL_ORDER 30
/** Maximum Name stack depth */
#define MAX_NAME_STACK_DEPTH 64
/** Minimum point size */
#define MIN_POINT_SIZE 1.0
/** Maximum point size */
#define MAX_POINT_SIZE 60.0
/** Point size granularity */
#define POINT_SIZE_GRANULARITY 0.1
/** Minimum line width */
#define MIN_LINE_WIDTH 1.0
/** Maximum line width */
#define MAX_LINE_WIDTH 10.0
/** Line width granularity */
#define LINE_WIDTH_GRANULARITY 0.1
/** Max memory to allow for a single texture image (in megabytes) */
#define MAX_TEXTURE_MBYTES 1024
/** Number of 1D/2D texture mipmap levels */
#define MAX_TEXTURE_LEVELS 15
/** Number of 3D texture mipmap levels */
#define MAX_3D_TEXTURE_LEVELS 15
/** Number of cube texture mipmap levels - GL_ARB_texture_cube_map */
#define MAX_CUBE_TEXTURE_LEVELS 15
/** Maximum rectangular texture size - GL_NV_texture_rectangle */
#define MAX_TEXTURE_RECT_SIZE 16384
/**
* Maximum number of layers in a 1D or 2D array texture - GL_MESA_texture_array
*/
#define MAX_ARRAY_TEXTURE_LAYERS 64
/**
* Max number of texture coordinate units. This mainly just applies to
* the fixed-function vertex code. This will be difficult to raise above
* eight because of various vertex attribute bitvectors.
*/
#define MAX_TEXTURE_COORD_UNITS 8
/**
* Max number of texture image units. Also determines number of texture
* samplers in shaders.
*/
#define MAX_TEXTURE_IMAGE_UNITS 32
/**
* Larger of MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS.
* This value is only used for dimensioning arrays.
* Either MAX_TEXTURE_COORD_UNITS or MAX_TEXTURE_IMAGE_UNITS (or the
* corresponding ctx->Const.MaxTextureCoord/ImageUnits fields) should be
* used almost everywhere else.
*/
#define MAX_TEXTURE_UNITS ((MAX_TEXTURE_COORD_UNITS > MAX_TEXTURE_IMAGE_UNITS) ? MAX_TEXTURE_COORD_UNITS : MAX_TEXTURE_IMAGE_UNITS)
/** Maximum viewport size */
#define MAX_VIEWPORT_WIDTH 16384
#define MAX_VIEWPORT_HEIGHT 16384
/** Maximun number of viewports supported with ARB_viewport_array */
#define MAX_VIEWPORTS 16
/** Maxmimum size for CVA. May be overridden by the drivers. */
#define MAX_ARRAY_LOCK_SIZE 3000
/** Subpixel precision for antialiasing, window coordinate snapping */
#define SUB_PIXEL_BITS 4
/** For GL_ARB_texture_compression */
#define MAX_COMPRESSED_TEXTURE_FORMATS 25
/** For GL_EXT_texture_filter_anisotropic */
#define MAX_TEXTURE_MAX_ANISOTROPY 16.0
/** For GL_EXT_texture_lod_bias (typically MAX_TEXTURE_LEVELS - 1) */
#define MAX_TEXTURE_LOD_BIAS 14.0
/** For any program target/extension */
/*@{*/
#define MAX_PROGRAM_INSTRUCTIONS (16 * 1024)
/**
* Per-program constants (power of two)
*
* \c MAX_PROGRAM_LOCAL_PARAMS and \c MAX_UNIFORMS are just the assembly shader
* and GLSL shader names for the same thing. They should \b always have the
* same value. Each refers to the number of vec4 values supplied as
* per-program parameters.
*/
/*@{*/
#define MAX_PROGRAM_LOCAL_PARAMS 4096
#define MAX_UNIFORMS 4096
#define MAX_UNIFORM_BUFFERS 15 /* + 1 default uniform buffer */
/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
#define MAX_COMBINED_UNIFORM_BUFFERS (MAX_UNIFORM_BUFFERS * 6)
#define MAX_ATOMIC_COUNTERS 4096
/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
#define MAX_COMBINED_ATOMIC_BUFFERS (MAX_UNIFORM_BUFFERS * 6)
/* Size of an atomic counter in bytes according to ARB_shader_atomic_counters */
#define ATOMIC_COUNTER_SIZE 4
#define MAX_IMAGE_UNIFORMS 32
/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
#define MAX_IMAGE_UNITS (MAX_IMAGE_UNIFORMS * 6)
/*@}*/
/**
* Per-context constants (power of two)
*
* \note
* This value should always be less than or equal to \c MAX_PROGRAM_LOCAL_PARAMS
* and \c MAX_VERTEX_PROGRAM_PARAMS. Otherwise some applications will make
* incorrect assumptions.
*/
#define MAX_PROGRAM_ENV_PARAMS 256
#define MAX_PROGRAM_MATRICES 8
#define MAX_PROGRAM_MATRIX_STACK_DEPTH 4
#define MAX_PROGRAM_CALL_DEPTH 8
#define MAX_PROGRAM_TEMPS 256
#define MAX_PROGRAM_ADDRESS_REGS 1
#define MAX_VARYING 32 /**< number of float[4] vectors */
#define MAX_SAMPLERS MAX_TEXTURE_IMAGE_UNITS
#define MAX_PROGRAM_INPUTS 32
#define MAX_PROGRAM_OUTPUTS 64
/*@}*/
/** For GL_ARB_vertex_program */
/*@{*/
#define MAX_VERTEX_PROGRAM_ADDRESS_REGS 1
#define MAX_VERTEX_PROGRAM_PARAMS MAX_UNIFORMS
/*@}*/
/** For GL_ARB_fragment_program */
/*@{*/
#define MAX_FRAGMENT_PROGRAM_ADDRESS_REGS 0
/*@}*/
/** For GL_NV_fragment_program */
/*@{*/
#define MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS 1024 /* 72 for GL_ARB_f_p */
#define MAX_NV_FRAGMENT_PROGRAM_TEMPS 96
#define MAX_NV_FRAGMENT_PROGRAM_PARAMS 64
#define MAX_NV_FRAGMENT_PROGRAM_INPUTS 12
#define MAX_NV_FRAGMENT_PROGRAM_OUTPUTS 3
#define MAX_NV_FRAGMENT_PROGRAM_WRITE_ONLYS 2
/*@}*/
/** For GL_ARB_vertex_shader */
/*@{*/
#define MAX_VERTEX_GENERIC_ATTRIBS 16
/* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
#define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6)
/*@}*/
/** For GL_ARB_draw_buffers */
/*@{*/
#define MAX_DRAW_BUFFERS 8
/*@}*/
/** For GL_EXT_framebuffer_object */
/*@{*/
#define MAX_COLOR_ATTACHMENTS 8
#define MAX_RENDERBUFFER_SIZE 16384
/*@}*/
/** For GL_ATI_envmap_bump - support bump mapping on first 8 units */
#define SUPPORTED_ATI_BUMP_UNITS 0xff
/** For GL_EXT_transform_feedback */
#define MAX_FEEDBACK_BUFFERS 4
#define MAX_FEEDBACK_ATTRIBS 32
/** For GL_ARB_geometry_shader4 */
/*@{*/
#define MAX_GEOMETRY_UNIFORM_COMPONENTS 512
#define MAX_GEOMETRY_OUTPUT_VERTICES 256
#define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024
/*@}*/
/** For GL_ARB_debug_output and GL_KHR_debug */
/*@{*/
#define MAX_DEBUG_LOGGED_MESSAGES 10
#define MAX_DEBUG_MESSAGE_LENGTH 4096
/*@}*/
/** For GL_KHR_debug */
/*@{*/
#define MAX_LABEL_LENGTH 256
#define MAX_DEBUG_GROUP_STACK_DEPTH 64
/*@}*/
/** For GL_ARB_gpu_shader5 */
/*@{*/
#define MAX_GEOMETRY_SHADER_INVOCATIONS 32
#define MIN_FRAGMENT_INTERPOLATION_OFFSET -0.5
#define MAX_FRAGMENT_INTERPOLATION_OFFSET 0.5
#define FRAGMENT_INTERPOLATION_OFFSET_BITS 4
#define MAX_VERTEX_STREAMS 4
/*@}*/
/** For GL_INTEL_performance_query */
/*@{*/
#define MAX_PERFQUERY_QUERY_NAME_LENGTH 256
#define MAX_PERFQUERY_COUNTER_NAME_LENGTH 256
#define MAX_PERFQUERY_COUNTER_DESC_LENGTH 1024
#define PERFQUERY_HAVE_GPA_EXTENDED_COUNTERS 0
/*@}*/
/** For GL_ARB_compute_shader */
/*@{*/
#define MAX_COMPUTE_UNIFORM_BLOCKS 12
#define MAX_COMPUTE_TEXTURE_IMAGE_UNITS 16
#define MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 8
#define MAX_COMPUTE_ATOMIC_COUNTERS 8
#define MAX_COMPUTE_SHARED_MEMORY_SIZE 32768
#define MAX_COMPUTE_UNIFORM_COMPONENTS 512
#define MAX_COMPUTE_IMAGE_UNIFORMS 8
/*@}*/
/** For GL_ARB_pipeline_statistics_query */
#define MAX_PIPELINE_STATISTICS 11
/*
* Color channel component order
*
* \note Changes will almost certainly cause problems at this time.
*/
#define RCOMP 0
#define GCOMP 1
#define BCOMP 2
#define ACOMP 3
/**
* Maximum number of temporary vertices required for clipping.
*
* Used in array_cache and tnl modules.
*/
#define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1)
#endif /* MESA_CONFIG_H_INCLUDED */
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