// // 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 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 multiview implementation. 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 = 4096, // 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, but some Android // apps assume more are available without querying limits first. IMPLEMENTATION_MAX_ACTIVE_TEXTURES = 192, IMPLEMENTATION_MAX_IMAGE_UNITS = IMPLEMENTATION_MAX_ACTIVE_TEXTURES, // Maximum framebuffer and renderbuffer size supported. IMPLEMENTATION_MAX_FRAMEBUFFER_SIZE = 32768, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE = 32768, // Limit uniform block size to 64KB, which is what the majority of devices support. Internally, // ANGLE assumes 16 bits are enough to hold offsets in the UBO block. IMPLEMENTATION_MAX_UNIFORM_BLOCK_SIZE = 65536, // 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, // QCOM foveated rendering constants // We support a max of 1 layer and 2 focal points, for now // TODO (anglebug.com/42266906): Implement support for multiple layers IMPLEMENTATION_MAX_NUM_LAYERS = 1, IMPLEMENTATION_MAX_FOCAL_POINTS = 2, // Maximum simultaneous handles of an object type. IMPLEMENTATION_MAX_OBJECT_HANDLES = 1 << 24, }; 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 namespace cl { enum { // Implementation maximums // CL requires a min of 128 maximum read images as kernel arguments IMPLEMENATION_MAX_READ_IMAGES = 128, // CL requires a min of 64 maximum write images as kernel arguments IMPLEMENATION_MAX_WRITE_IMAGES = 64, }; } #endif // LIBANGLE_CONSTANTS_H_