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kc3-lang/angle/src/libANGLE/Constants.h

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  • Author : Xinghua Cao
    Date : 2018-08-07 15:14:05
    Hash : 913ff54d
    Message : ES31: support compute shader uniform buffer on D3D backend BUG=angleproject:2759 TEST=angle_end2end_tests.ComputeShaderTest.UniformBuffer/ES3_1_D3D11 Change-Id: I92326c3a84f13b364aed0daf567b68f8a411ed2b Reviewed-on: https://chromium-review.googlesource.com/1164843 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>

  • src/libANGLE/Constants.h
  • //
    // Copyright (c) 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"
    
    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
        MAX_SAMPLE_MASK_WORDS = 2,
    
        MAX_VERTEX_ATTRIBS         = 16,
        MAX_VERTEX_ATTRIB_BINDINGS = 16,
    
        // Implementation upper limits, real maximums depend on the hardware
        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
    
        IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS   = 16,
        IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS = 16,
        IMPLEMENTATION_MAX_COMPUTE_SHADER_UNIFORM_BUFFERS  = 16,
        IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS =
            IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS +
            IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS,
    
        // GL_EXT_geometry_shader increases the minimum value of GL_MAX_UNIFORM_BUFFER_BINDINGS to 48.
        IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS = 48,
    
        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         = 16384,
        IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE   = 16384,
        IMPLEMENTATION_MAX_3D_TEXTURE_SIZE         = 2048,
        IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048,
    
        // 1+log2 of max of MAX_*_TEXTURE_SIZE
        IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15,
    
        // Limit active textures so we can use fast bitsets.
        IMPLEMENTATION_MAX_SHADER_TEXTURES = 32,
        IMPLEMENTATION_MAX_ACTIVE_TEXTURES = IMPLEMENTATION_MAX_SHADER_TEXTURES * 2,
    };
    }
    
    #endif // LIBANGLE_CONSTANTS_H_