1*8975f5c5SAndroid Build Coastguard Worker# Resource Limits 2*8975f5c5SAndroid Build Coastguard Worker 3*8975f5c5SAndroid Build Coastguard WorkerOpenGL ES 2.0 API is quite powerful but there are still some features that are 4*8975f5c5SAndroid Build Coastguard Workeroptional or allow for wide variability between implementations. 5*8975f5c5SAndroid Build Coastguard Worker 6*8975f5c5SAndroid Build Coastguard WorkerApplications that need more than the minimum values for these limits should 7*8975f5c5SAndroid Build Coastguard Workerquery the capabilities of the GL device and scale their usage based on the 8*8975f5c5SAndroid Build Coastguard Workerdevice’s feature set. Failing to do so and assuming sufficient limits typically 9*8975f5c5SAndroid Build Coastguard Workerresults in reduced portability. 10*8975f5c5SAndroid Build Coastguard Worker 11*8975f5c5SAndroid Build Coastguard WorkerThe various implementation dependent limits can be found in Tables 6.18 – 6.20 12*8975f5c5SAndroid Build Coastguard Workerof the [OpenGL ES 2.0.25 specification] 13*8975f5c5SAndroid Build Coastguard Worker(http://www.khronos.org/registry/gles/specs/2.0/es_full_spec_2.0.25.pdf). 14*8975f5c5SAndroid Build Coastguard Worker 15*8975f5c5SAndroid Build Coastguard Worker# Capabilities 16*8975f5c5SAndroid Build Coastguard Worker 17*8975f5c5SAndroid Build Coastguard WorkerCapability | ES 2.0 Minimum | ANGLE | SM2 | SM3 | SM4+ 18*8975f5c5SAndroid Build Coastguard Worker:----------------------------------------- | :------------- | :--------------- | :---- | :------- | :------- 19*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_VERTEX\_ATTRIBS | 8 | 16 | | | 20*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_VERTEX\_UNIFORM\_VECTORS | 128 | 254 | | | 21*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_VERTEX\_TEXTURE\_IMAGE\_UNITS | 0 | (fn1) | 0 | 0 | 4 22*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_VARYING\_VECTORS | 8 | (fn1) | 8 | 10 | 10 23*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_FRAGMENT\_UNIFORM\_VECTORS | 16 | (fn1) | 29 | 221 | 221 24*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_TEXTURE\_IMAGE\_UNITS | 8 | 16 | | | 25*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_TEXTURE\_SIZE | 64 | 2048-16384 (fn1) | | | 26*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_CUBE\_MAP\_SIZE | 16 | 2048-16384 (fn1) | | | 27*8975f5c5SAndroid Build Coastguard WorkerGL\_MAX\_RENDERBUFFER\_SIZE | 1 | 2048-16384 (fn1) | | | 28*8975f5c5SAndroid Build Coastguard WorkerGL\_ALIASED\_POINT\_SIZE\_RANGE (min, max) | (1, 1) | (fn2) | (1,1) | (1, fn2) | (1, fn2) 29*8975f5c5SAndroid Build Coastguard WorkerGL\_ALIASED\_LINE\_WIDTH\_RANGE (min, max) | (1, 1) | (1, 1) | | | 30*8975f5c5SAndroid Build Coastguard Worker 31*8975f5c5SAndroid Build Coastguard Worker## Notes 32*8975f5c5SAndroid Build Coastguard Worker 33*8975f5c5SAndroid Build Coastguard Worker* fn1: limits vary based on the underlying hardware capabilities 34*8975f5c5SAndroid Build Coastguard Worker* fn2: on SM3 or better hardware the max point size is D3DCAPS9.MaxPointSize 35