+ st_init_limits(st->pipe->screen, &ctx->Const, &ctx->Extensions);
+ st_init_extensions(st->pipe->screen, &ctx->Const,
+ &ctx->Extensions, &st->options, ctx->Mesa_DXTn);
+
+ if (st_have_perfmon(st)) {
+ ctx->Extensions.AMD_performance_monitor = GL_TRUE;
+ }
+
+ /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
+ if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
+ if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
+ st->clamp_vert_color_in_shader = GL_TRUE;
+ }
+
+ if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
+ st->clamp_frag_color_in_shader = GL_TRUE;
+ }
+
+ /* For drivers which cannot do color clamping, it's better to just
+ * disable ARB_color_buffer_float in the core profile, because
+ * the clamping is deprecated there anyway. */
+ if (ctx->API == API_OPENGL_CORE &&
+ (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
+ st->clamp_vert_color_in_shader = GL_FALSE;
+ st->clamp_frag_color_in_shader = GL_FALSE;
+ ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
+ }
+ }
+
+ /* called after _mesa_create_context/_mesa_init_point, fix default user
+ * settable max point size up
+ */
+ st->ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
+ ctx->Const.MaxPointSizeAA);
+ /* For vertex shaders, make sure not to emit saturate when SM 3.0 is not supported */
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !st->has_shader_model3;
+
+ if (!ctx->Extensions.ARB_gpu_shader5) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++)
+ ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
+ }
+
+ /* Set which shader types can be compiled at link time. */
+ st->shader_has_one_variant[MESA_SHADER_VERTEX] =
+ st->has_shareable_shaders &&
+ !st->clamp_vert_color_in_shader;
+
+ st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
+ st->has_shareable_shaders &&
+ !st->clamp_frag_color_in_shader &&
+ !st->force_persample_in_shader;
+
+ st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
+ st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
+ st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;