case PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION:
case PIPE_CAP_POST_DEPTH_COVERAGE:
case PIPE_CAP_BINDLESS_TEXTURE:
+ case PIPE_CAP_NIR_SAMPLERS_AS_DEREF:
+ case PIPE_CAP_QUERY_SO_OVERFLOW:
+ case PIPE_CAP_MEMOBJ:
+ case PIPE_CAP_LOAD_CONSTBUF:
return 0;
/* Stream output. */
case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
return VIV_FEATURE(screen, chipMinorFeatures0, HAS_SQRT_TRIG);
case PIPE_SHADER_CAP_INTEGERS:
+ case PIPE_SHADER_CAP_INT64_ATOMICS:
+ case PIPE_SHADER_CAP_FP16:
return 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
if (fmt >= TEXTURE_FORMAT_DXT1 && fmt <= TEXTURE_FORMAT_DXT4_DXT5)
supported = VIV_FEATURE(screen, chipFeatures, DXT_TEXTURE_COMPRESSION);
- if (fmt & EXT_FORMAT)
+ if (fmt & EXT_FORMAT) {
supported = VIV_FEATURE(screen, chipMinorFeatures1, HALTI0);
+ /* ETC1 is checked above, as it has its own feature bit. ETC2 is
+ * supported with HALTI0, however that implementation is buggy in hardware.
+ * The blob driver does per-block patching to work around this. As this
+ * is currently not implemented by etnaviv, enable it for HALTI1 (GC3000)
+ * only.
+ */
+ if (util_format_is_etc(format))
+ supported = VIV_FEATURE(screen, chipMinorFeatures2, HALTI1);
+ }
+
if (!supported)
return false;
* same.
*/
screen->specs.ps_offset = 0x8000 + 0x1000;
- screen->specs.max_instructions = 256;
+ screen->specs.max_instructions = 256; /* maximum number instructions for non-icache use */
+ screen->specs.has_icache = true;
} else {
if (instruction_count > 256) { /* unified instruction memory? */
screen->specs.vs_offset = 0xC000;
screen->specs.ps_offset = 0x6000;
screen->specs.max_instructions = instruction_count / 2;
}
+ screen->specs.has_icache = false;
}
if (VIV_FEATURE(screen, chipMinorFeatures1, HALTI0)) {
screen->specs.max_vs_uniforms = 256;
screen->specs.max_ps_uniforms = 256;
}
+ /* unified uniform memory on GC3000 - HALTI1 feature bit is just a guess
+ */
+ if (VIV_FEATURE(screen, chipMinorFeatures2, HALTI1)) {
+ screen->specs.has_unified_uniforms = true;
+ screen->specs.vs_uniforms_offset = VIVS_SH_UNIFORMS(0);
+ /* hardcode PS uniforms to start after end of VS uniforms -
+ * for more flexibility this offset could be variable based on the
+ * shader.
+ */
+ screen->specs.ps_uniforms_offset = VIVS_SH_UNIFORMS(screen->specs.max_vs_uniforms*4);
+ } else {
+ screen->specs.has_unified_uniforms = false;
+ screen->specs.vs_uniforms_offset = VIVS_VS_UNIFORMS(0);
+ screen->specs.ps_uniforms_offset = VIVS_PS_UNIFORMS(0);
+ }
screen->specs.max_texture_size =
VIV_FEATURE(screen, chipMinorFeatures0, TEXTURE_8K) ? 8192 : 2048;