Hash :
e1d5d8c0
Author :
Date :
2023-01-26T16:06:14
Include stdint.h instead of cstdint in platform.h The project seems to expect use of stdint.h, since almost none of uint*_t, int*_t use are prefixed with std:: namespace. It is reasonable to expect a contract that platform.h includes some specific files from the standard library when it establishes the "platform for ANGLE". It appears that the contract kind of already includes stdint.h types or defines. Replace <cstdint> in platform.h with <stdint.h>. The file platform.h is included from many files, so those files do not need to include the stdint.h redundantly. Remove #include <stdint.h> from Constants.h, as that file already includes platform.h and <stdint.h> is part of the "platform". Bug: angleproject:7977 Change-Id: I04563eb3680bcd7470775e3a60b9f466a00b8b63 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4194174 Commit-Queue: Kenneth Russell <kbr@chromium.org> Auto-Submit: Kimmo Kinnunen <kkinnunen@apple.com> Reviewed-by: Kenneth Russell <kbr@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125
//
// 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 <stddef.h>
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 implementation of ANGLE_multiview.
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 = 2048,
// 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.
IMPLEMENTATION_MAX_ACTIVE_TEXTURES = 96,
IMPLEMENTATION_MAX_IMAGE_UNITS = IMPLEMENTATION_MAX_ACTIVE_TEXTURES,
// 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,
};
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
#endif // LIBANGLE_CONSTANTS_H_