// // 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
// 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,
// 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_
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