#include "util/u_memory.h"
#include "util/u_inlines.h"
-#include "util/u_format.h"
-#include "util/u_format_s3tc.h"
+#include "util/format/u_format.h"
+#include "util/format/u_format_s3tc.h"
#include "util/u_screen.h"
#include "util/u_string.h"
#include "util/u_debug.h"
if (is_a6xx(screen)) return 1;
return 0;
- case PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION:
- return 0;
-
case PIPE_CAP_CONTEXT_PRIORITY_MASK:
return screen->priority_mask;
case PIPE_CAP_MAX_VARYINGS:
return 16;
+ case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ /* We don't really have a limit on this, it all goes into the main
+ * memory buffer. Needs to be at least 120 / 4 (minimum requirement
+ * for GL_MAX_TESS_PATCH_COMPONENTS).
+ */
+ return 128;
+
+ case PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET:
+ return 64 * 1024 * 1024;
+
case PIPE_CAP_SHAREABLE_SHADERS:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
/* manage the variants for these ourself, to avoid breaking precompile: */
case PIPE_SHADER_FRAGMENT:
case PIPE_SHADER_VERTEX:
break;
+ case PIPE_SHADER_TESS_CTRL:
+ case PIPE_SHADER_TESS_EVAL:
case PIPE_SHADER_GEOMETRY:
if (is_a6xx(screen))
break;
* 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..
+ *
+ * For tessellation stages, inputs are loaded using ldlw or ldg, both
+ * of which support indirection.
*/
- return 0;
+ return shader == PIPE_SHADER_TESS_CTRL || shader == PIPE_SHADER_TESS_EVAL;
case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
/* a2xx compiler doesn't handle indirect: */
break;
case 618:
case 630:
+ case 640:
fd6_screen_init(pscreen);
break;
default:
screen->num_vsc_pipes = 8;
}
+ if (fd_mesa_debug & FD_DBG_PERFC) {
+ screen->perfcntr_groups = fd_perfcntrs(screen->gpu_id,
+ &screen->num_perfcntr_groups);
+ }
+
/* NOTE: don't enable if we have too old of a kernel to support
* growable cmdstream buffers, since memory requirement for cmdstream
* buffers would be too much otherwise.