#pragma region CPL License /* Nuclex Native Framework Copyright (C) 2002-2013 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #pragma endregion // CPL License #ifndef NUCLEX_GRAPHICS_RASTERIZATION_LIMITS_H #define NUCLEX_GRAPHICS_RASTERIZATION_LIMITS_H #include namespace Nuclex { namespace Graphics { namespace Rasterization { // ------------------------------------------------------------------------------------------- // /// Number of vertex buffers that can be used at the same time /// /// Depending on the API used, the actual number of vertex buffers that can be assigned /// may be lower. Direct3D 11 guarantees 14 simultaneous buffers for its input assembler /// stage, whereas Direct3D 9 lets the vender decide between supporting any number from /// 1 to 16 simultaneous buffers. This number is the maximum number of slots the library /// will be able to handle. /// const std::size_t VertexBufferSlotCount = 8; /// Number of constant buffers that can be assigned to a shader /// /// For older graphics APIs such as Direct3D 9, this number is purely a library limit /// because constant buffers are emulated. For Direct3D 11 it reflects the number of /// constant buffers that will actually be passed to the driver. Direct3D 11 guarantees /// at least 14 constant buffer slots, but we use a lower limit here to reduce the /// overhead of change detection (and nobody uses more then 2-3 constant buffers anyway). /// const std::size_t ConstantBufferSlotCount = 8; /// Number of textures that can be assigned to a shader /// /// Depending on the API used, the actual number of textures that can be assigned may /// be lower. Direct3D 11 guarantees 16 samplers but nearly unlimited registers for /// holding resources. Since in Direct3D 9 samplers and textures shared slots, /// the number of textures that are safe to use in general is lower. This number is /// used for the maximum number of slots the library will be able to handle. /// const std::size_t TextureSlotCount = 8; // ------------------------------------------------------------------------------------------- // }}} // namespace Nuclex::Graphics::Rasterization #endif // NUCLEX_GRAPHICS_RASTERIZATION_LIMITS_H