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/*
 * Mesa 3-D graphics library
 * Version:  7.5
 *
 * 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
 * BRIAN PAUL 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


/**
 * \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 color matrix stack depth */
#define MAX_COLOR_STACK_DEPTH 4

/** 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 user-defined clipping planes */
#define MAX_CLIP_PLANES 6

/** 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 */
#ifdef AMIGA
#   define MAX_EVAL_ORDER 12
#else
#   define MAX_EVAL_ORDER 30
#endif

/** 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 texture palette / color table size */
#define MAX_COLOR_TABLE_SIZE 256

/** Number of 1D/2D texture mipmap levels */
#define MAX_TEXTURE_LEVELS 13

/** Number of 3D texture mipmap levels */
#define MAX_3D_TEXTURE_LEVELS 9

/** Number of cube texture mipmap levels - GL_ARB_texture_cube_map */
#define MAX_CUBE_TEXTURE_LEVELS 13

/** Maximum rectangular texture size - GL_NV_texture_rectangle */
#define MAX_TEXTURE_RECT_SIZE 4096

/** 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 16

/**
 * 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/image width. Must accomodate all texture sizes too. 
 */

#ifndef MAX_WIDTH
#   define MAX_WIDTH 4096
#endif
/** Maximum viewport/image height */
#ifndef MAX_HEIGHT
#   define MAX_HEIGHT 4096
#endif

/** 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

/** Size of histogram tables */
#define HISTOGRAM_TABLE_SIZE 256

/** Max convolution filter width */
#define MAX_CONVOLUTION_WIDTH 9
/** Max convolution filter height */
#define MAX_CONVOLUTION_HEIGHT 9

/** 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 12.0

/** 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 assmebly 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       1024
#define MAX_UNIFORMS                   1024
/*@}*/

/**
 * 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       2
#define MAX_VARYING                    16    /**< 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_vertex_program */
/*@{*/
#define MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS 128
#define MAX_NV_VERTEX_PROGRAM_TEMPS         12
#define MAX_NV_VERTEX_PROGRAM_PARAMS        96
#define MAX_NV_VERTEX_PROGRAM_INPUTS        16
#define MAX_NV_VERTEX_PROGRAM_OUTPUTS       15
/*@}*/

/** 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
#define MAX_VERTEX_TEXTURE_IMAGE_UNITS MAX_TEXTURE_IMAGE_UNITS
#define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_VERTEX_TEXTURE_IMAGE_UNITS + \
					  MAX_TEXTURE_IMAGE_UNITS)
/*@}*/


/** For GL_ARB_draw_buffers */
/*@{*/
#define MAX_DRAW_BUFFERS 8
/*@}*/


/** For GL_EXT_framebuffer_object */
/*@{*/
#define MAX_COLOR_ATTACHMENTS 8
/*@}*/

/** 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_ATTRIBS 32



/**
 * \name Mesa-specific parameters
 */
/*@{*/


/**
 * If non-zero use GLdouble for walking triangle edges, for better accuracy.
 */
#define TRIANGLE_WALK_DOUBLE 0


/**
 * Bits per depth buffer value (max is 32).
 */
#ifndef DEFAULT_SOFTWARE_DEPTH_BITS
#define DEFAULT_SOFTWARE_DEPTH_BITS 16
#endif
/** Depth buffer data type */
#if DEFAULT_SOFTWARE_DEPTH_BITS <= 16
#define DEFAULT_SOFTWARE_DEPTH_TYPE GLushort
#else
#define DEFAULT_SOFTWARE_DEPTH_TYPE GLuint
#endif


/**
 * Bits per stencil value: 8
 */
#define STENCIL_BITS 8


/**
 * Bits per color channel:  8, 16 or 32
 */
#ifndef CHAN_BITS
#define CHAN_BITS 8
#endif


/*
 * 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 */