Hash :
af1eed2e
Author :
Date :
2021-06-10T01:55:59
Vulkan: Generate gl_FragColor/Data declarations in AST gl_FragColor and gl_FragData are not available in Vulkan. Prior to this change, their declaration as webgl_FragColor and webgl_FragData was done in text. This change implements an AST transformation that declares a normal fragment output variable and replaces all references to these built-ins with those variables. Bug: angleproject:4889 Change-Id: If224e089dec25e4aa580beb135e1be2890de7887 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2953042 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// 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 <stdint.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
// 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
IMPLEMENTATION_MAX_CLIP_DISTANCES = 32,
// Implementation upper limit for layered framebuffer layer count
IMPLEMENTATION_MAX_FRAMEBUFFER_LAYERS = 256,
};
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;
} // namespace limits
} // namespace gl
#endif // LIBANGLE_CONSTANTS_H_