text: /*
   * 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
  
  #include "compiler/shader_enums.h"
  
  /**
   * \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 texture mipmap levels */
  #define MAX_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 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 number of viewports supported with ARB_viewport_array */
  #define MAX_VIEWPORTS 16
  
  /** Maximum number of window rectangles supported with EXT_window_rectangles */
  #define MAX_WINDOW_RECTANGLES 8
  
  /** Maximum 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 */
  #define MAX_SHADER_STORAGE_BUFFERS     16
  /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
  #define MAX_COMBINED_UNIFORM_BUFFERS   (MAX_UNIFORM_BUFFERS * 6)
  #define MAX_COMBINED_SHADER_STORAGE_BUFFERS   (MAX_SHADER_STORAGE_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_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
  #define MAX_FRAGMENT_PROGRAM_PARAMS       64
  #define MAX_FRAGMENT_PROGRAM_INPUTS       12
  /*@}*/
  
  /** For GL_ARB_vertex_shader */
  /*@{*/
  /* 6 is for vertex, hull, domain, geometry, fragment, and compute shader. */
  #define MAX_COMBINED_TEXTURE_IMAGE_UNITS (MAX_TEXTURE_IMAGE_UNITS * 6)
  /*@}*/
  
  
  /** 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 geometry shader */
  /*@{*/
  #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_ARB_shader_subroutine */
  /*@{*/
  #define MAX_SUBROUTINES                   256
  #define MAX_SUBROUTINE_UNIFORM_LOCATIONS  1024
  /*@}*/
  
  /** 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_pipeline_statistics_query */
  #define MAX_PIPELINE_STATISTICS             11
  
  /** For GL_ARB_tessellation_shader */
  /*@{*/
  #define MAX_TESS_GEN_LEVEL 64
  #define MAX_PATCH_VERTICES 32
  #define MAX_TESS_PATCH_COMPONENTS 120
  #define MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4096
  /*@}*/
  
  /*
   * 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)
  
  
  /** For GL_ARB_sample_locations - maximum of SAMPLE_LOCATION_PIXEL_GRID_*_ARB */
  #define MAX_SAMPLE_LOCATION_GRID_SIZE 4
  
  /* It is theoretically possible for Consts.MaxSamples to be >32 but
   * other code seems to assume that is not the case.
   */
  #define MAX_SAMPLE_LOCATION_TABLE_SIZE \
     (MAX_SAMPLE_LOCATION_GRID_SIZE * MAX_SAMPLE_LOCATION_GRID_SIZE * 32)
  
  #endif /* MESA_CONFIG_H_INCLUDED */
  