//1// Copyright 2013 The ANGLE Project Authors. All rights reserved.2// Use of this source code is governed by a BSD-style license that can be3// found in the LICENSE file.4//56// Contants.h: Defines some implementation specific and gl constants78#ifndef LIBANGLE_CONSTANTS_H_9#define LIBANGLE_CONSTANTS_H_1011#include "common/platform.h"1213#include <stdint.h>1415namespace gl16{1718// The binary cache is currently left disable by default, and the application can enable it.19const size_t kDefaultMaxProgramCacheMemoryBytes = 0;2021enum22{23// Implementation upper limits, real maximums depend on the hardware24MAX_SAMPLE_MASK_WORDS = 2,2526MAX_VERTEX_ATTRIBS = 16,27MAX_VERTEX_ATTRIB_BINDINGS = 16,2829// Implementation upper limits, real maximums depend on the hardware30IMPLEMENTATION_MAX_VARYING_VECTORS = 32,31IMPLEMENTATION_MAX_DRAW_BUFFERS = 8,32IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS =33IMPLEMENTATION_MAX_DRAW_BUFFERS + 2, // 2 extra for depth and/or stencil buffers3435// The vast majority of devices support only one dual-source draw buffer36IMPLEMENTATION_MAX_DUAL_SOURCE_DRAW_BUFFERS = 1,3738IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS = 16,39IMPLEMENTATION_MAX_GEOMETRY_SHADER_UNIFORM_BUFFERS = 16,40IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS = 16,41IMPLEMENTATION_MAX_COMPUTE_SHADER_UNIFORM_BUFFERS = 16,4243// GL_EXT_geometry_shader increases the minimum value of GL_MAX_COMBINED_UNIFORM_BLOCKS to 36.44// GL_EXT_tessellation_shader increases the minimum value to 60.45IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS = 60,4647// GL_EXT_geometry_shader increases the minimum value of GL_MAX_UNIFORM_BUFFER_BINDINGS to 48.48// GL_EXT_tessellation_shader increases the minimum value to 72.49IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS = 72,5051// Transform feedback limits set to the minimum required by the spec.52IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 128,53IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 4,54IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 4,55IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS = 4,5657// Maximum number of views which are supported by the implementation of ANGLE_multiview.58IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS = 4,5960// These are the maximums the implementation can support61// The actual GL caps are limited by the device caps62// and should be queried from the Context63IMPLEMENTATION_MAX_2D_TEXTURE_SIZE = 32768,64IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 32768,65IMPLEMENTATION_MAX_3D_TEXTURE_SIZE = 16384,66IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048,6768// 1+log2 of max of MAX_*_TEXTURE_SIZE69IMPLEMENTATION_MAX_TEXTURE_LEVELS = 16,7071IMPLEMENTATION_MAX_SHADER_TEXTURES = 32,7273// In ES 3.1 and below, the limit for active textures is 64.74IMPLEMENTATION_MAX_ES31_ACTIVE_TEXTURES = 64,7576// In ES 3.2 we need to support a minimum of 96 maximum textures.77IMPLEMENTATION_MAX_ACTIVE_TEXTURES = 96,78IMPLEMENTATION_MAX_IMAGE_UNITS = IMPLEMENTATION_MAX_ACTIVE_TEXTURES,7980// Maximum number of slots allocated for atomic counter buffers.81IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = 8,8283// Implementation upper limits, real maximums depend on the hardware.84IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 64,8586// Implementation upper limits of max number of clip distances87IMPLEMENTATION_MAX_CLIP_DISTANCES = 32,8889// Implementation upper limit for layered framebuffer layer count90IMPLEMENTATION_MAX_FRAMEBUFFER_LAYERS = 256,91};9293namespace limits94{95// Almost all drivers use 2048 (the minimum value) as GL_MAX_VERTEX_ATTRIB_STRIDE. ANGLE advertizes96// the same limit.97constexpr uint32_t kMaxVertexAttribStride = 2048;9899// Some of the minimums required by GL, used to detect if the backend meets the minimum requirement.100// Currently, there's no need to separate these values per spec version.101constexpr uint32_t kMinimumComputeStorageBuffers = 4;102103// OpenGL ES 3.0+ Minimum Values104// Table 6.31 MAX_VERTEX_UNIFORM_BLOCKS minimum value = 12105// Table 6.32 MAX_FRAGMENT_UNIFORM_BLOCKS minimum value = 12106constexpr uint32_t kMinimumShaderUniformBlocks = 12;107// Table 6.31 MAX_VERTEX_OUTPUT_COMPONENTS minimum value = 64108constexpr uint32_t kMinimumVertexOutputComponents = 64;109110// OpenGL ES 3.2+ Minimum Values111// Table 21.42 TEXTURE_BUFFER_OFFSET_ALIGNMENT minimum value = 256112constexpr uint32_t kMinTextureBufferOffsetAlignment = 256;113114} // namespace limits115116} // namespace gl117118#endif // LIBANGLE_CONSTANTS_H_119120121