case PIPE_CAP_USER_CONSTANT_BUFFERS:
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
case PIPE_CAP_VERTEXID_NOBASE:
+ case PIPE_CAP_STRING_MARKER:
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_TEXTURE_MULTISAMPLE:
case PIPE_CAP_TEXTURE_BARRIER:
case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
- case PIPE_CAP_START_INSTANCE:
case PIPE_CAP_COMPUTE:
+ case PIPE_CAP_QUERY_MEMORY_INFO:
+ case PIPE_CAP_PCI_GROUP:
+ case PIPE_CAP_PCI_BUS:
+ case PIPE_CAP_PCI_DEVICE:
+ case PIPE_CAP_PCI_FUNCTION:
return 0;
case PIPE_CAP_SM3:
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:
+ case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
+ case PIPE_CAP_DEPTH_CLIP_DISABLE:
+ case PIPE_CAP_CLIP_HALFZ:
return is_a3xx(screen) || is_a4xx(screen);
+ case PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY:
+ return 0;
case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
- /* ignoring first/last_element.. but I guess that should be
- * easy to add..
- */
+ if (is_a3xx(screen)) return 16;
+ if (is_a4xx(screen)) return 32;
return 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..
+ /* We could possibly emulate more by pretending 2d/rect textures and
+ * splitting high bits of index into 2nd dimension..
*/
- return 16383;
-
- case PIPE_CAP_DEPTH_CLIP_DISABLE:
- case PIPE_CAP_CLIP_HALFZ:
- case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
- return is_a3xx(screen);
+ if (is_a3xx(screen)) return 8192;
+ if (is_a4xx(screen)) return 16384;
+ return 0;
case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
case PIPE_CAP_CUBE_MAP_ARRAY:
+ case PIPE_CAP_START_INSTANCE:
+ case PIPE_CAP_SAMPLER_VIEW_TARGET:
+ case PIPE_CAP_TEXTURE_QUERY_LOD:
return is_a4xx(screen);
case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
case PIPE_CAP_GLSL_FEATURE_LEVEL:
if (glsl120)
return 120;
- return is_ir3(screen) ? 130 : 120;
+ return is_ir3(screen) ? 140 : 120;
/* Unsupported features. */
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
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_MULTI_DRAW_INDIRECT:
+ case PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS:
case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
- case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
- case PIPE_CAP_SAMPLER_VIEW_TARGET:
case PIPE_CAP_POLYGON_OFFSET_CLAMP:
case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
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:
+ case PIPE_CAP_DRAW_PARAMETERS:
+ case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
+ case PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL:
+ case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
+ case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
+ case PIPE_CAP_INVALIDATE_BUFFER:
+ case PIPE_CAP_GENERATE_MIPMAP:
+ case PIPE_CAP_SURFACE_REINTERPRET_BLOCKS:
return 0;
case PIPE_CAP_MAX_VIEWPORTS:
return 1;
+ case PIPE_CAP_SHAREABLE_SHADERS:
+ if (is_ir3(screen))
+ return 1;
+ return 0;
+
/* Stream output. */
case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
if (is_ir3(screen))
return is_a3xx(screen) ? 1 : 0;
/* Queries. */
- case PIPE_CAP_QUERY_TIME_ELAPSED:
case PIPE_CAP_QUERY_TIMESTAMP:
+ case PIPE_CAP_QUERY_BUFFER_OBJECT:
return 0;
case PIPE_CAP_OCCLUSION_QUERY:
return is_a3xx(screen) || is_a4xx(screen);
+ case PIPE_CAP_QUERY_TIME_ELAPSED:
+ /* only a4xx, requires new enough kernel so we know max_freq: */
+ return (screen->max_freq > 0) && is_a4xx(screen);
case PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET:
case PIPE_CAP_MIN_TEXEL_OFFSET:
return 1;
case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
+ /* Technically this should be the same as for TEMP/CONST, since
+ * everything is just normal registers. This is just temporary
+ * hack until load_input/store_output handle arrays in a similar
+ * way as load_var/store_var..
+ */
+ return 0;
case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
- return 1;
+ /* a2xx compiler doesn't handle indirect: */
+ return is_ir3(screen) ? 1 : 0;
case PIPE_SHADER_CAP_SUBROUTINES:
case PIPE_SHADER_CAP_DOUBLES:
case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
return 16;
case PIPE_SHADER_CAP_PREFERRED_IR:
return PIPE_SHADER_IR_TGSI;
+ case PIPE_SHADER_CAP_SUPPORTED_IRS:
+ return 0;
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
return 32;
+ case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
+ case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
+ return 0;
}
debug_printf("unknown shader param %d\n", param);
return 0;
}
screen->device_id = val;
+ if (fd_pipe_get_param(screen->pipe, FD_MAX_FREQ, &val)) {
+ DBG("could not get gpu freq");
+ /* this limits what performance related queries are
+ * supported but is not fatal
+ */
+ screen->max_freq = 0;
+ } else {
+ screen->max_freq = val;
+ }
+
if (fd_pipe_get_param(screen->pipe, FD_GPU_ID, &val)) {
DBG("could not get gpu-id");
goto fail;
fd3_screen_init(pscreen);
break;
case 420:
+ case 430:
fd4_screen_init(pscreen);
break;
default: