#include "a2xx/fd2_screen.h"
#include "a3xx/fd3_screen.h"
+#include "a4xx/fd4_screen.h"
/* XXX this should go away */
#include "state_tracker/drm_driver.h"
{"disasm", FD_DBG_DISASM, "Dump TGSI and adreno shader disassembly"},
{"dclear", FD_DBG_DCLEAR, "Mark all state dirty after clear"},
{"flush", FD_DBG_FLUSH, "Force flush after every draw"},
- {"dscis", FD_DBG_DSCIS, "Disable scissor optimization"},
+ {"noscis", FD_DBG_NOSCIS, "Disable scissor optimization"},
{"direct", FD_DBG_DIRECT, "Force inline (SS_DIRECT) state loads"},
- {"dbypass", FD_DBG_DBYPASS,"Disable GMEM bypass"},
+ {"nobypass", FD_DBG_NOBYPASS, "Disable GMEM bypass"},
{"fraghalf", FD_DBG_FRAGHALF, "Use half-precision in fragment shader"},
{"nobin", FD_DBG_NOBIN, "Disable hw binning"},
{"noopt", FD_DBG_NOOPT , "Disable optimization passes in compiler"},
{"optmsgs", FD_DBG_OPTMSGS,"Enable optimizater debug messages"},
{"optdump", FD_DBG_OPTDUMP,"Dump shader DAG to .dot files"},
{"glsl130", FD_DBG_GLSL130,"Temporary flag to enable GLSL 130 on a3xx+"},
+ {"nocp", FD_DBG_NOCP, "Disable copy-propagation"},
DEBUG_NAMED_VALUE_END
};
case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
- case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
+ case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
case PIPE_CAP_SEAMLESS_CUBE_MAP:
case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
- case PIPE_CAP_TGSI_INSTANCEID:
case PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY:
case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
- case PIPE_CAP_COMPUTE:
- case PIPE_CAP_START_INSTANCE:
- case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
case PIPE_CAP_USER_CONSTANT_BUFFERS:
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
return 1;
case PIPE_CAP_TEXTURE_MULTISAMPLE:
case PIPE_CAP_TEXTURE_BARRIER:
case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
- case PIPE_CAP_SM3:
case PIPE_CAP_CUBE_MAP_ARRAY:
case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
+ case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
+ case PIPE_CAP_TGSI_INSTANCEID:
+ case PIPE_CAP_START_INSTANCE:
+ case PIPE_CAP_COMPUTE:
return 0;
+ case PIPE_CAP_SM3:
case PIPE_CAP_PRIMITIVE_RESTART:
- return (screen->gpu_id >= 300) ? 1 : 0;
+ return is_a3xx(screen) || is_a4xx(screen);
case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
return 256;
case PIPE_CAP_GLSL_FEATURE_LEVEL:
- return ((screen->gpu_id >= 300) && glsl130) ? 130 : 120;
+ return ((is_a3xx(screen) || is_a4xx(screen)) && glsl130) ? 130 : 120;
/* Unsupported features. */
case PIPE_CAP_INDEP_BLEND_ENABLE:
case PIPE_CAP_DEPTH_CLIP_DISABLE:
case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
- case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
+ case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
case PIPE_CAP_VERTEX_COLOR_CLAMPED:
case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
case PIPE_CAP_SAMPLER_VIEW_TARGET:
+ case PIPE_CAP_CLIP_HALFZ:
return 0;
case PIPE_CAP_MAX_VIEWPORTS:
return 11;
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
- return (screen->gpu_id >= 300) ? 256 : 0;
+ return (is_a3xx(screen) || is_a4xx(screen)) ? 256 : 0;
/* Render targets. */
case PIPE_CAP_MAX_RENDER_TARGETS:
case PIPE_CAP_QUERY_TIMESTAMP:
return 0;
case PIPE_CAP_OCCLUSION_QUERY:
- return (screen->gpu_id >= 300) ? 1 : 0;
+ /* TODO still missing on a4xx, but we lie to get gl2..
+ * it's not a feature, it's a bug!
+ */
+ return is_a3xx(screen) || is_a4xx(screen);
case PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET:
case PIPE_CAP_MIN_TEXEL_OFFSET:
case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY:
return 16.0f;
case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
- return 16.0f;
+ return 15.0f;
case PIPE_CAPF_GUARD_BAND_LEFT:
case PIPE_CAPF_GUARD_BAND_TOP:
case PIPE_CAPF_GUARD_BAND_RIGHT:
case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
return 8; /* XXX */
case PIPE_SHADER_CAP_MAX_INPUTS:
+ case PIPE_SHADER_CAP_MAX_OUTPUTS:
return 16;
case PIPE_SHADER_CAP_MAX_TEMPS:
return 64; /* Max native temporaries. */
case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
- return ((screen->gpu_id >= 300) ? 1024 : 64) * sizeof(float[4]);
+ /* NOTE: seems to be limit for a3xx is actually 512 but
+ * split between VS and FS. Use lower limit of 256 to
+ * avoid getting into impossible situations:
+ */
+ return ((is_a3xx(screen) || is_a4xx(screen)) ? 256 : 64) * sizeof(float[4]);
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
return 1;
case PIPE_SHADER_CAP_MAX_PREDS:
case PIPE_SHADER_CAP_INTEGERS:
/* we should be able to support this on a3xx, but not
* implemented yet:
+ *
+ * TODO looks like a4xx will require some additional
+ * work for integer varying fetch..
*/
- return ((screen->gpu_id >= 300) && glsl130) ? 1 : 0;
+ return (is_a3xx(screen) && glsl130) ? 1 : 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
return 16;
* before enabling:
*
* If you have a different adreno version, feel free to add it to one
- * of the two cases below and see what happens. And if it works, please
+ * of the cases below and see what happens. And if it works, please
* send a patch ;-)
*/
switch (screen->gpu_id) {
case 330:
fd3_screen_init(pscreen);
break;
+ case 420:
+ fd4_screen_init(pscreen);
+ break;
default:
debug_printf("unsupported GPU: a%03d\n", screen->gpu_id);
goto fail;