Resource Limits

OpenGL ES 2.0 API is quite powerful but there are still some features that are optional or allow for wide variability between implementations.

Applications that need more than the minimum values for these limits should query the capabilities of the GL device and scale their usage based on the device’s feature set. Failing to do so and assuming sufficient limits typically results in reduced portability.

The various implementation dependent limits can be found in Tables 6.18 – 6.20 of the [OpenGL ES 2.0.25 specification] (http://www.khronos.org/registry/gles/specs/2.0/es_full_spec_2.0.25.pdf).

Capabilities

CapabilityES 2.0 MinimumANGLESM2SM3SM4+
GL_MAX_VERTEX_ATTRIBS816
GL_MAX_VERTEX_UNIFORM_VECTORS128254
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS0(fn1)004
GL_MAX_VARYING_VECTORS8(fn1)81010
GL_MAX_FRAGMENT_UNIFORM_VECTORS16(fn1)29221221
GL_MAX_TEXTURE_IMAGE_UNITS816
GL_MAX_TEXTURE_SIZE642048-16384 (fn1)
GL_MAX_CUBE_MAP_SIZE162048-16384 (fn1)
GL_MAX_RENDERBUFFER_SIZE12048-16384 (fn1)
GL_ALIASED_POINT_SIZE_RANGE (min, max)(1, 1)(fn2)(1,1)(1, fn2)(1, fn2)
GL_ALIASED_LINE_WIDTH_RANGE (min, max)(1, 1)(1, 1)

Notes

  • fn1: limits vary based on the underlying hardware capabilities
  • fn2: on SM3 or better hardware the max point size is D3DCAPS9.MaxPointSize