{"msgs", FD_DBG_MSGS, "Print debug messages"},
{"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"},
+ {"ddraw", FD_DBG_DDRAW, "Mark all state dirty after draw"},
{"noscis", FD_DBG_NOSCIS, "Disable scissor optimization"},
{"direct", FD_DBG_DIRECT, "Force inline (SS_DIRECT) state loads"},
{"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"},
+ {"optmsgs", FD_DBG_OPTMSGS,"Enable optimizer debug messages"},
+ {"glsl120", FD_DBG_GLSL120,"Temporary flag to force GLSL 1.20 (rather than 1.30) on a3xx+"},
+ {"shaderdb", FD_DBG_SHADERDB, "Enable shaderdb output"},
+ {"flush", FD_DBG_FLUSH, "Force flush after every draw"},
DEBUG_NAMED_VALUE_END
};
int fd_mesa_debug = 0;
bool fd_binning_enabled = true;
-static bool glsl130 = false;
+static bool glsl120 = false;
static const char *
fd_screen_get_name(struct pipe_screen *pscreen)
return "freedreno";
}
+static const char *
+fd_screen_get_device_vendor(struct pipe_screen *pscreen)
+{
+ return "Qualcomm";
+}
+
+
static uint64_t
fd_screen_get_timestamp(struct pipe_screen *pscreen)
{
case PIPE_CAP_SHADER_STENCIL_EXPORT:
case PIPE_CAP_TGSI_TEXCOORD:
case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
- case PIPE_CAP_CONDITIONAL_RENDER:
case PIPE_CAP_TEXTURE_MULTISAMPLE:
case PIPE_CAP_TEXTURE_BARRIER:
case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
- 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_START_INSTANCE:
case PIPE_CAP_COMPUTE:
return 0;
case PIPE_CAP_SM3:
case PIPE_CAP_PRIMITIVE_RESTART:
case PIPE_CAP_TGSI_INSTANCEID:
+ case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
+ case PIPE_CAP_INDEP_BLEND_ENABLE:
+ case PIPE_CAP_INDEP_BLEND_FUNC:
+ case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
+ case PIPE_CAP_CONDITIONAL_RENDER:
+ case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
+ case PIPE_CAP_FAKE_SW_MSAA:
return is_a3xx(screen) || is_a4xx(screen);
- case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
- return is_a3xx(screen) && glsl130;
+ case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
+ return is_a3xx(screen) ? 16 : 0;
+ case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
+ /* I think 32k on a4xx.. and we could possibly emulate more
+ * by pretending 2d/rect textures and splitting high bits
+ * of index into 2nd dimension..
+ */
+ if (is_a3xx(screen)) return 8192;
+ if (is_a4xx(screen)) return 16383;
+ return 0;
+
+ case PIPE_CAP_DEPTH_CLIP_DISABLE:
+ case PIPE_CAP_CLIP_HALFZ:
+ case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
+ return is_a3xx(screen);
+
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_CUBE_MAP_ARRAY:
+ return is_a4xx(screen);
case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
return 256;
case PIPE_CAP_GLSL_FEATURE_LEVEL:
- return ((is_a3xx(screen) || is_a4xx(screen)) && glsl130) ? 130 : 120;
+ if (glsl120)
+ return 120;
+ return is_ir3(screen) ? 140 : 120;
/* Unsupported features. */
- case PIPE_CAP_INDEP_BLEND_ENABLE:
- case PIPE_CAP_INDEP_BLEND_FUNC:
- 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_HALF_INTEGER:
case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
case PIPE_CAP_TGSI_VS_LAYER_VIEWPORT:
case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
case PIPE_CAP_TEXTURE_GATHER_SM5:
- case PIPE_CAP_FAKE_SW_MSAA:
case PIPE_CAP_TEXTURE_QUERY_LOD:
case PIPE_CAP_SAMPLE_SHADING:
case PIPE_CAP_TEXTURE_GATHER_OFFSETS:
case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION:
case PIPE_CAP_DRAW_INDIRECT:
case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
- case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
case PIPE_CAP_SAMPLER_VIEW_TARGET:
- case PIPE_CAP_CLIP_HALFZ:
case PIPE_CAP_POLYGON_OFFSET_CLAMP:
case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
+ case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
+ case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ case PIPE_CAP_DEPTH_BOUNDS_TEST:
+ case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
+ case PIPE_CAP_SHAREABLE_SHADERS:
+ case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
+ case PIPE_CAP_CLEAR_TEXTURE:
return 0;
case PIPE_CAP_MAX_VIEWPORTS:
/* Stream output. */
case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
+ if (is_ir3(screen))
+ return PIPE_MAX_SO_BUFFERS;
+ return 0;
case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
+ if (is_ir3(screen))
+ return 1;
+ return 0;
case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
+ if (is_ir3(screen))
+ return 16 * 4; /* should only be shader out limit? */
return 0;
/* Geometry shader output, unsupported. */
/* Render targets. */
case PIPE_CAP_MAX_RENDER_TARGETS:
- return 1;
+ return screen->max_rts;
+ case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
+ return is_a3xx(screen) ? 1 : 0;
/* Queries. */
case PIPE_CAP_QUERY_TIME_ELAPSED:
case PIPE_CAP_QUERY_TIMESTAMP:
return 0;
case PIPE_CAP_OCCLUSION_QUERY:
- /* 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_CAPF_MAX_LINE_WIDTH_AA:
case PIPE_CAPF_MAX_POINT_WIDTH:
case PIPE_CAPF_MAX_POINT_WIDTH_AA:
- return 8192.0f;
+ return 4092.0f;
case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY:
return 16.0f;
case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
* 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]);
+ return ((is_a3xx(screen) || is_a4xx(screen)) ? 4096 : 64) * sizeof(float[4]);
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
- return 1;
+ return is_ir3(screen) ? 16 : 1;
case PIPE_SHADER_CAP_MAX_PREDS:
return 0; /* nothing uses this */
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
case PIPE_SHADER_CAP_DOUBLES:
case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
+ case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
+ case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
return 0;
case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
return 1;
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 (is_a3xx(screen) && glsl130) ? 1 : 0;
+ if (glsl120)
+ return 0;
+ return is_ir3(screen) ? 1 : 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
return 16;
case PIPE_SHADER_CAP_PREFERRED_IR:
return PIPE_SHADER_IR_TGSI;
+ case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
+ return 32;
}
debug_printf("unknown shader param %d\n", param);
return 0;
if (fd_mesa_debug & FD_DBG_NOBIN)
fd_binning_enabled = false;
- glsl130 = !!(fd_mesa_debug & FD_DBG_GLSL130);
+ glsl120 = !!(fd_mesa_debug & FD_DBG_GLSL120);
if (!screen)
return NULL;
pscreen = &screen->base;
screen->dev = dev;
+ screen->refcnt = 1;
// maybe this should be in context?
screen->pipe = fd_pipe_new(screen->dev, FD_PIPE_3D);
case 220:
fd2_screen_init(pscreen);
break;
+ case 305:
+ case 307:
case 320:
case 330:
fd3_screen_init(pscreen);
pscreen->get_name = fd_screen_get_name;
pscreen->get_vendor = fd_screen_get_vendor;
+ pscreen->get_device_vendor = fd_screen_get_device_vendor;
pscreen->get_timestamp = fd_screen_get_timestamp;
pscreen->fence_reference = fd_screen_fence_ref;
- pscreen->fence_signalled = fd_screen_fence_signalled;
pscreen->fence_finish = fd_screen_fence_finish;
util_format_s3tc_init();