{"direct", FD_DBG_DIRECT, "Force inline (SS_DIRECT) state loads"},
{"dbypass", FD_DBG_DBYPASS,"Disable GMEM bypass"},
{"fraghalf", FD_DBG_FRAGHALF, "Use half-precision in fragment shader"},
- {"binning", FD_DBG_BINNING, "Enable hw binning"},
- {"dbinning", FD_DBG_DBINNING, "Disable hw binning"},
+ {"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+"},
DEBUG_NAMED_VALUE_END
};
DEBUG_GET_ONCE_FLAGS_OPTION(fd_mesa_debug, "FD_MESA_DEBUG", debug_options, 0)
int fd_mesa_debug = 0;
-bool fd_binning_enabled = false; /* default to off for now */
+bool fd_binning_enabled = true;
+static bool glsl130 = false;
static const char *
fd_screen_get_name(struct pipe_screen *pscreen)
static int
fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
{
+ struct fd_screen *screen = fd_screen(pscreen);
+
/* this is probably not totally correct.. but it's a start: */
switch (param) {
/* Supported features (boolean caps). */
case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
case PIPE_CAP_BLEND_EQUATION_SEPARATE:
case PIPE_CAP_TEXTURE_SWIZZLE:
- case PIPE_CAP_SHADER_STENCIL_EXPORT:
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_SM3:
case PIPE_CAP_SEAMLESS_CUBE_MAP:
- case PIPE_CAP_PRIMITIVE_RESTART:
- case PIPE_CAP_CONDITIONAL_RENDER:
case PIPE_CAP_TEXTURE_BARRIER:
case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
case PIPE_CAP_USER_CONSTANT_BUFFERS:
return 1;
+ 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_PRIMITIVE_RESTART:
return 0;
case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
return 256;
case PIPE_CAP_GLSL_FEATURE_LEVEL:
- return 120;
+ return ((screen->gpu_id >= 300) && glsl130) ? 130 : 120;
/* Unsupported features. */
case PIPE_CAP_INDEP_BLEND_ENABLE:
case PIPE_CAP_USER_INDEX_BUFFERS:
case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK:
- case PIPE_CAP_TGSI_VS_LAYER:
+ case PIPE_CAP_TGSI_VS_LAYER:
+ case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
+ case PIPE_CAP_TEXTURE_GATHER_SM5:
+ case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
+ case PIPE_CAP_FAKE_SW_MSAA:
+ case PIPE_CAP_TEXTURE_QUERY_LOD:
+ case PIPE_CAP_SAMPLE_SHADING:
+ case PIPE_CAP_TEXTURE_GATHER_OFFSETS:
return 0;
/* Stream output. */
case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
return 0;
+ /* Geometry shader output, unsupported. */
+ case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
+ case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
+ return 0;
+
/* Texturing. */
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
return MAX_MIP_LEVELS;
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
return 9192;
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 20;
/* Render targets. */
case PIPE_CAP_MAX_RENDER_TARGETS:
return 1;
- /* Timer queries. */
+ /* Queries. */
case PIPE_CAP_QUERY_TIME_ELAPSED:
- case PIPE_CAP_OCCLUSION_QUERY:
case PIPE_CAP_QUERY_TIMESTAMP:
return 0;
+ case PIPE_CAP_OCCLUSION_QUERY:
+ return (screen->gpu_id >= 300) ? 1 : 0;
+ case PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET:
case PIPE_CAP_MIN_TEXEL_OFFSET:
return -8;
+ case PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET:
case PIPE_CAP_MAX_TEXEL_OFFSET:
return 7;
case PIPE_CAP_ENDIANNESS:
return PIPE_ENDIAN_LITTLE;
- case PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT:
+ case PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT:
return 64;
default:
case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
return 8; /* XXX */
case PIPE_SHADER_CAP_MAX_INPUTS:
- return 32;
+ return 16;
case PIPE_SHADER_CAP_MAX_TEMPS:
return 64; /* Max native temporaries. */
case PIPE_SHADER_CAP_MAX_ADDRS:
/* we should be able to support this on a3xx, but not
* implemented yet:
*/
- return 0;
+ return ((screen->gpu_id >= 300) && glsl130) ? 1 : 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
return 16;
fd_mesa_debug = debug_get_option_fd_mesa_debug();
- if (fd_mesa_debug & FD_DBG_BINNING)
- fd_binning_enabled = true;
-
- if (fd_mesa_debug & FD_DBG_DBINNING)
+ if (fd_mesa_debug & FD_DBG_NOBIN)
fd_binning_enabled = false;
+ glsl130 = !!(fd_mesa_debug & FD_DBG_GLSL130);
+
if (!screen)
return NULL;