1*8975f5c5SAndroid Build Coastguard Worker // 2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2013 The ANGLE Project Authors. All rights reserved. 3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be 4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file. 5*8975f5c5SAndroid Build Coastguard Worker // 6*8975f5c5SAndroid Build Coastguard Worker 7*8975f5c5SAndroid Build Coastguard Worker // Contants.h: Defines some implementation specific and gl constants 8*8975f5c5SAndroid Build Coastguard Worker 9*8975f5c5SAndroid Build Coastguard Worker #ifndef LIBANGLE_CONSTANTS_H_ 10*8975f5c5SAndroid Build Coastguard Worker #define LIBANGLE_CONSTANTS_H_ 11*8975f5c5SAndroid Build Coastguard Worker 12*8975f5c5SAndroid Build Coastguard Worker #include "common/platform.h" 13*8975f5c5SAndroid Build Coastguard Worker 14*8975f5c5SAndroid Build Coastguard Worker #include <stddef.h> 15*8975f5c5SAndroid Build Coastguard Worker 16*8975f5c5SAndroid Build Coastguard Worker namespace gl 17*8975f5c5SAndroid Build Coastguard Worker { 18*8975f5c5SAndroid Build Coastguard Worker 19*8975f5c5SAndroid Build Coastguard Worker // The binary cache is currently left disable by default, and the application can enable it. 20*8975f5c5SAndroid Build Coastguard Worker const size_t kDefaultMaxProgramCacheMemoryBytes = 0; 21*8975f5c5SAndroid Build Coastguard Worker 22*8975f5c5SAndroid Build Coastguard Worker enum 23*8975f5c5SAndroid Build Coastguard Worker { 24*8975f5c5SAndroid Build Coastguard Worker // Implementation upper limits, real maximums depend on the hardware 25*8975f5c5SAndroid Build Coastguard Worker 26*8975f5c5SAndroid Build Coastguard Worker // Only up to 32x MSAA supported. 27*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_SAMPLE_MASK_WORDS = 1, 28*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_SAMPLES = 32, 29*8975f5c5SAndroid Build Coastguard Worker 30*8975f5c5SAndroid Build Coastguard Worker MAX_VERTEX_ATTRIBS = 16, 31*8975f5c5SAndroid Build Coastguard Worker MAX_VERTEX_ATTRIB_BINDINGS = 16, 32*8975f5c5SAndroid Build Coastguard Worker 33*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_VARYING_VECTORS = 32, 34*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_DRAW_BUFFERS = 8, 35*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS = 36*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_DRAW_BUFFERS + 2, // 2 extra for depth and/or stencil buffers 37*8975f5c5SAndroid Build Coastguard Worker 38*8975f5c5SAndroid Build Coastguard Worker // The vast majority of devices support only one dual-source draw buffer 39*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_DUAL_SOURCE_DRAW_BUFFERS = 1, 40*8975f5c5SAndroid Build Coastguard Worker 41*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS = 16, 42*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_GEOMETRY_SHADER_UNIFORM_BUFFERS = 16, 43*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS = 16, 44*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_COMPUTE_SHADER_UNIFORM_BUFFERS = 16, 45*8975f5c5SAndroid Build Coastguard Worker 46*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_geometry_shader increases the minimum value of GL_MAX_COMBINED_UNIFORM_BLOCKS to 36. 47*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_tessellation_shader increases the minimum value to 60. 48*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS = 60, 49*8975f5c5SAndroid Build Coastguard Worker 50*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_geometry_shader increases the minimum value of GL_MAX_UNIFORM_BUFFER_BINDINGS to 48. 51*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_tessellation_shader increases the minimum value to 72. 52*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS = 72, 53*8975f5c5SAndroid Build Coastguard Worker 54*8975f5c5SAndroid Build Coastguard Worker // Transform feedback limits set to the minimum required by the spec. 55*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 128, 56*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 4, 57*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 4, 58*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS = 4, 59*8975f5c5SAndroid Build Coastguard Worker 60*8975f5c5SAndroid Build Coastguard Worker // Maximum number of views which are supported by the multiview implementation. 61*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS = 4, 62*8975f5c5SAndroid Build Coastguard Worker 63*8975f5c5SAndroid Build Coastguard Worker // These are the maximums the implementation can support 64*8975f5c5SAndroid Build Coastguard Worker // The actual GL caps are limited by the device caps 65*8975f5c5SAndroid Build Coastguard Worker // and should be queried from the Context 66*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_2D_TEXTURE_SIZE = 32768, 67*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 32768, 68*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_3D_TEXTURE_SIZE = 16384, 69*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048, 70*8975f5c5SAndroid Build Coastguard Worker 71*8975f5c5SAndroid Build Coastguard Worker // 1+log2 of max of MAX_*_TEXTURE_SIZE 72*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_TEXTURE_LEVELS = 16, 73*8975f5c5SAndroid Build Coastguard Worker 74*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_SHADER_TEXTURES = 32, 75*8975f5c5SAndroid Build Coastguard Worker 76*8975f5c5SAndroid Build Coastguard Worker // In ES 3.1 and below, the limit for active textures is 64. 77*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_ES31_ACTIVE_TEXTURES = 64, 78*8975f5c5SAndroid Build Coastguard Worker 79*8975f5c5SAndroid Build Coastguard Worker // In ES 3.2 we need to support a minimum of 96 maximum textures. 80*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_ACTIVE_TEXTURES = 96, 81*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_IMAGE_UNITS = IMPLEMENTATION_MAX_ACTIVE_TEXTURES, 82*8975f5c5SAndroid Build Coastguard Worker 83*8975f5c5SAndroid Build Coastguard Worker // Maximum framebuffer and renderbuffer size supported. 84*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_FRAMEBUFFER_SIZE = 32768, 85*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_RENDERBUFFER_SIZE = 32768, 86*8975f5c5SAndroid Build Coastguard Worker 87*8975f5c5SAndroid Build Coastguard Worker // Maximum number of slots allocated for atomic counter buffers. 88*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = 8, 89*8975f5c5SAndroid Build Coastguard Worker 90*8975f5c5SAndroid Build Coastguard Worker // Implementation upper limits, real maximums depend on the hardware. 91*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 64, 92*8975f5c5SAndroid Build Coastguard Worker 93*8975f5c5SAndroid Build Coastguard Worker // Implementation upper limits of max number of clip distances (minimum required per spec) 94*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_CLIP_DISTANCES = 8, 95*8975f5c5SAndroid Build Coastguard Worker 96*8975f5c5SAndroid Build Coastguard Worker // Implementation upper limit for layered framebuffer layer count 97*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_FRAMEBUFFER_LAYERS = 256, 98*8975f5c5SAndroid Build Coastguard Worker 99*8975f5c5SAndroid Build Coastguard Worker // ANGLE_shader_pixel_local_storage: keep the maximum number of supported planes reasonably 100*8975f5c5SAndroid Build Coastguard Worker // similar on all platforms. 101*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_PIXEL_LOCAL_STORAGE_PLANES = 8, 102*8975f5c5SAndroid Build Coastguard Worker 103*8975f5c5SAndroid Build Coastguard Worker // QCOM foveated rendering constants 104*8975f5c5SAndroid Build Coastguard Worker // We support a max of 1 layer and 2 focal points, for now 105*8975f5c5SAndroid Build Coastguard Worker // TODO (anglebug.com/42266906): Implement support for multiple layers 106*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_NUM_LAYERS = 1, 107*8975f5c5SAndroid Build Coastguard Worker IMPLEMENTATION_MAX_FOCAL_POINTS = 2, 108*8975f5c5SAndroid Build Coastguard Worker }; 109*8975f5c5SAndroid Build Coastguard Worker 110*8975f5c5SAndroid Build Coastguard Worker namespace limits 111*8975f5c5SAndroid Build Coastguard Worker { 112*8975f5c5SAndroid Build Coastguard Worker // Almost all drivers use 2048 (the minimum value) as GL_MAX_VERTEX_ATTRIB_STRIDE. ANGLE advertizes 113*8975f5c5SAndroid Build Coastguard Worker // the same limit. 114*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kMaxVertexAttribStride = 2048; 115*8975f5c5SAndroid Build Coastguard Worker 116*8975f5c5SAndroid Build Coastguard Worker // Some of the minimums required by GL, used to detect if the backend meets the minimum requirement. 117*8975f5c5SAndroid Build Coastguard Worker // Currently, there's no need to separate these values per spec version. 118*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kMinimumComputeStorageBuffers = 4; 119*8975f5c5SAndroid Build Coastguard Worker 120*8975f5c5SAndroid Build Coastguard Worker // OpenGL ES 3.0+ Minimum Values 121*8975f5c5SAndroid Build Coastguard Worker // Table 6.31 MAX_VERTEX_UNIFORM_BLOCKS minimum value = 12 122*8975f5c5SAndroid Build Coastguard Worker // Table 6.32 MAX_FRAGMENT_UNIFORM_BLOCKS minimum value = 12 123*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kMinimumShaderUniformBlocks = 12; 124*8975f5c5SAndroid Build Coastguard Worker // Table 6.31 MAX_VERTEX_OUTPUT_COMPONENTS minimum value = 64 125*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kMinimumVertexOutputComponents = 64; 126*8975f5c5SAndroid Build Coastguard Worker 127*8975f5c5SAndroid Build Coastguard Worker // OpenGL ES 3.2+ Minimum Values 128*8975f5c5SAndroid Build Coastguard Worker // Table 21.42 TEXTURE_BUFFER_OFFSET_ALIGNMENT minimum value = 256 129*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kMinTextureBufferOffsetAlignment = 256; 130*8975f5c5SAndroid Build Coastguard Worker 131*8975f5c5SAndroid Build Coastguard Worker } // namespace limits 132*8975f5c5SAndroid Build Coastguard Worker 133*8975f5c5SAndroid Build Coastguard Worker } // namespace gl 134*8975f5c5SAndroid Build Coastguard Worker 135*8975f5c5SAndroid Build Coastguard Worker #endif // LIBANGLE_CONSTANTS_H_ 136