#include "util/u_math.h"
#include "svga_winsys.h"
+#include "svga_public.h"
#include "svga_context.h"
+#include "svga_format.h"
#include "svga_screen.h"
#include "svga_resource_texture.h"
#include "svga_resource.h"
#include "svga_debug.h"
-#include "svga_surface.h"
#include "svga3d_shaderdefs.h"
static const char *
svga_get_name( struct pipe_screen *pscreen )
{
+ const char *build = "", *llvm = "", *mutex = "";
+ static char name[100];
#ifdef DEBUG
/* Only return internal details in the DEBUG version:
*/
- return "SVGA3D; build: DEBUG; mutex: " PIPE_ATOMIC;
+ build = "build: DEBUG;";
+ mutex = "mutex: " PIPE_ATOMIC ";";
+#ifdef HAVE_LLVM
+ llvm = "LLVM;";
+#endif
#else
- return "SVGA3D; build: RELEASE; ";
+ build = "build: RELEASE;";
#endif
+
+ util_snprintf(name, sizeof(name), "SVGA3D; %s %s %s", build, mutex, llvm);
+ return name;
}
static float
-svga_get_paramf(struct pipe_screen *screen, enum pipe_cap param)
+svga_get_paramf(struct pipe_screen *screen, enum pipe_capf param)
{
struct svga_screen *svgascreen = svga_screen(screen);
struct svga_winsys_screen *sws = svgascreen->sws;
SVGA3dDevCapResult result;
switch (param) {
- case PIPE_CAP_MAX_LINE_WIDTH:
+ case PIPE_CAPF_MAX_LINE_WIDTH:
/* fall-through */
- case PIPE_CAP_MAX_LINE_WIDTH_AA:
+ case PIPE_CAPF_MAX_LINE_WIDTH_AA:
return 7.0;
- case PIPE_CAP_MAX_POINT_WIDTH:
+ case PIPE_CAPF_MAX_POINT_WIDTH:
/* fall-through */
- case PIPE_CAP_MAX_POINT_WIDTH_AA:
- /* Keep this to a reasonable size to avoid failures in
- * conform/pntaa.c:
- */
- return SVGA_MAX_POINTSIZE;
+ case PIPE_CAPF_MAX_POINT_WIDTH_AA:
+ return svgascreen->maxPointSize;
- case PIPE_CAP_MAX_TEXTURE_ANISOTROPY:
+ case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY:
if(!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY, &result))
return 4.0;
return result.u;
- case PIPE_CAP_MAX_TEXTURE_LOD_BIAS:
- return 16.0;
+ case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
+ return 15.0;
- case PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS:
- return 16;
+ default:
+ debug_printf("Unexpected PIPE_CAPF_ query %u\n", param);
+ return 0;
+ }
+}
+
+
+static int
+svga_get_param(struct pipe_screen *screen, enum pipe_cap param)
+{
+ struct svga_screen *svgascreen = svga_screen(screen);
+ struct svga_winsys_screen *sws = svgascreen->sws;
+ SVGA3dDevCapResult result;
+
+ switch (param) {
case PIPE_CAP_MAX_COMBINED_SAMPLERS:
return 16;
case PIPE_CAP_NPOT_TEXTURES:
return 1;
case PIPE_CAP_TWO_SIDED_STENCIL:
return 1;
- case PIPE_CAP_GLSL:
- return svgascreen->use_ps30 && svgascreen->use_vs30;
+ case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
+ return 0;
case PIPE_CAP_ANISOTROPIC_FILTER:
return 1;
case PIPE_CAP_POINT_SPRITE:
return 0;
case PIPE_CAP_TEXTURE_SHADOW_MAP:
return 1;
+ case PIPE_CAP_TEXTURE_SWIZZLE:
+ return 1;
+ case PIPE_CAP_USER_VERTEX_BUFFERS:
+ case PIPE_CAP_USER_INDEX_BUFFERS:
+ return 0;
+ case PIPE_CAP_USER_CONSTANT_BUFFERS:
+ return 1;
+ case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
+ return 16;
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
{
* No mechanism to query the host, and at least limited to 2048x2048 on
* certain hardware.
*/
- return MIN2(screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
- 12.0 /* 2048x2048 */);
-
- case PIPE_CAP_TEXTURE_MIRROR_REPEAT: /* req. for GL 1.4 */
- return 1;
+ return MIN2(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
+ 12 /* 2048x2048 */);
case PIPE_CAP_BLEND_EQUATION_SEPARATE: /* req. for GL 1.5 */
return 1;
case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
return 0;
- /*
- * Fragment shader limits
- */
-
- case PIPE_CAP_MAX_FS_INSTRUCTIONS:
- case PIPE_CAP_MAX_FS_ALU_INSTRUCTIONS:
- case PIPE_CAP_MAX_FS_TEX_INSTRUCTIONS:
- case PIPE_CAP_MAX_FS_TEX_INDIRECTIONS:
- return svgascreen->use_ps30 ? 512 : 96;
- case PIPE_CAP_MAX_FS_CONTROL_FLOW_DEPTH:
- return SVGA3D_MAX_NESTING_LEVEL;
- case PIPE_CAP_MAX_FS_INPUTS:
- return 10;
- case PIPE_CAP_MAX_FS_CONSTS:
- return svgascreen->use_vs30 ? 224 : 16;
- case PIPE_CAP_MAX_FS_TEMPS:
- if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, &result))
- return svgascreen->use_ps30 ? 32 : 12;
- return result.u;
- case PIPE_CAP_MAX_FS_ADDRS:
- return svgascreen->use_ps30 ? 1 : 0;
- case PIPE_CAP_MAX_FS_PREDS:
- return svgascreen->use_ps30 ? 1 : 0;
+ case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE:
+ return 1;
- /*
- * Vertex shader limits
- */
- case PIPE_CAP_MAX_VS_INSTRUCTIONS:
- case PIPE_CAP_MAX_VS_ALU_INSTRUCTIONS:
- if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, &result))
- return svgascreen->use_vs30 ? 512 : 256;
- return result.u;
- case PIPE_CAP_MAX_VS_TEX_INSTRUCTIONS:
- case PIPE_CAP_MAX_VS_TEX_INDIRECTIONS:
- /* XXX: until we have vertex texture support */
+ case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
+ return 1; /* The color outputs of vertex shaders are not clamped */
+ case PIPE_CAP_VERTEX_COLOR_CLAMPED:
+ return 0; /* The driver can't clamp vertex colors */
+ case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
+ return 0; /* The driver can't clamp fragment colors */
+
+ /* Unsupported features */
+ case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
+ case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
+ case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
+ case PIPE_CAP_SM3:
+ case PIPE_CAP_SHADER_STENCIL_EXPORT:
+ case PIPE_CAP_DEPTH_CLIP_DISABLE:
+ case PIPE_CAP_SEAMLESS_CUBE_MAP:
+ case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
+ case PIPE_CAP_INDEP_BLEND_ENABLE:
+ case PIPE_CAP_INDEP_BLEND_FUNC:
+ case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
+ case PIPE_CAP_PRIMITIVE_RESTART:
+ case PIPE_CAP_TGSI_INSTANCEID:
+ case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
+ case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
+ case PIPE_CAP_MIN_TEXEL_OFFSET:
+ case PIPE_CAP_MAX_TEXEL_OFFSET:
+ case PIPE_CAP_CONDITIONAL_RENDER:
+ case PIPE_CAP_TEXTURE_BARRIER:
+ case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
+ case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
+ case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
+ case PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS:
+ case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
+ case PIPE_CAP_GLSL_FEATURE_LEVEL:
+ case PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY:
+ case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
return 0;
- case PIPE_CAP_MAX_VS_CONTROL_FLOW_DEPTH:
- return SVGA3D_MAX_NESTING_LEVEL;
- case PIPE_CAP_MAX_VS_INPUTS:
- return 16;
- case PIPE_CAP_MAX_VS_CONSTS:
- return 256;
- case PIPE_CAP_MAX_VS_TEMPS:
- if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, &result))
- return svgascreen->use_vs30 ? 32 : 12;
- return result.u;
- case PIPE_CAP_MAX_VS_ADDRS:
- return svgascreen->use_vs30 ? 1 : 0;
- case PIPE_CAP_MAX_VS_PREDS:
- return svgascreen->use_vs30 ? 1 : 0;
+ case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
+ return 1;
default:
+ debug_printf("Unexpected PIPE_CAP_ query %u\n", param);
return 0;
}
}
-
-/* This is a fairly pointless interface
- */
-static int
-svga_get_param(struct pipe_screen *screen, enum pipe_cap param)
-{
- return (int) svga_get_paramf( screen, param );
-}
-
-
-static INLINE SVGA3dDevCapIndex
-svga_translate_format_cap(enum pipe_format format)
+static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, enum pipe_shader_cap param)
{
- switch(format) {
-
- case PIPE_FORMAT_B8G8R8A8_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8;
- case PIPE_FORMAT_B8G8R8X8_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8;
-
- case PIPE_FORMAT_B5G6R5_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_R5G6B5;
- case PIPE_FORMAT_B5G5R5A1_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5;
- case PIPE_FORMAT_B4G4R4A4_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4;
-
- case PIPE_FORMAT_Z16_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_Z_D16;
- case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8;
- case PIPE_FORMAT_X8Z24_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8;
-
- case PIPE_FORMAT_A8_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_ALPHA8;
- case PIPE_FORMAT_L8_UNORM:
- return SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8;
-
- case PIPE_FORMAT_DXT1_RGB:
- case PIPE_FORMAT_DXT1_RGBA:
- return SVGA3D_DEVCAP_SURFACEFMT_DXT1;
- case PIPE_FORMAT_DXT3_RGBA:
- return SVGA3D_DEVCAP_SURFACEFMT_DXT3;
- case PIPE_FORMAT_DXT5_RGBA:
- return SVGA3D_DEVCAP_SURFACEFMT_DXT5;
+ struct svga_screen *svgascreen = svga_screen(screen);
+ struct svga_winsys_screen *sws = svgascreen->sws;
+ SVGA3dDevCapResult result;
+ switch (shader)
+ {
+ case PIPE_SHADER_FRAGMENT:
+ switch (param)
+ {
+ case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
+ case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
+ case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
+ case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
+ return 512;
+ case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
+ return SVGA3D_MAX_NESTING_LEVEL;
+ case PIPE_SHADER_CAP_MAX_INPUTS:
+ return 10;
+ case PIPE_SHADER_CAP_MAX_CONSTS:
+ return 224;
+ case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
+ return 1;
+ case PIPE_SHADER_CAP_MAX_TEMPS:
+ if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, &result))
+ return 32;
+ return MIN2(result.u, SVGA3D_TEMPREG_MAX);
+ case PIPE_SHADER_CAP_MAX_ADDRS:
+ case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
+ /*
+ * Although PS 3.0 has some addressing abilities it can only represent
+ * loops that can be statically determined and unrolled. Given we can
+ * only handle a subset of the cases that the state tracker already
+ * does it is better to defer loop unrolling to the state tracker.
+ */
+ return 0;
+ case PIPE_SHADER_CAP_MAX_PREDS:
+ return 1;
+ case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
+ return 1;
+ case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
+ return 0;
+ case PIPE_SHADER_CAP_SUBROUTINES:
+ return 0;
+ case PIPE_SHADER_CAP_INTEGERS:
+ return 0;
+ case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
+ return 16;
+ default:
+ debug_printf("Unexpected vertex shader query %u\n", param);
+ return 0;
+ }
+ break;
+ case PIPE_SHADER_VERTEX:
+ switch (param)
+ {
+ case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
+ case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
+ if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, &result))
+ return 512;
+ return result.u;
+ case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
+ case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
+ /* XXX: until we have vertex texture support */
+ return 0;
+ case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
+ return SVGA3D_MAX_NESTING_LEVEL;
+ case PIPE_SHADER_CAP_MAX_INPUTS:
+ return 16;
+ case PIPE_SHADER_CAP_MAX_CONSTS:
+ return 256;
+ case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
+ return 1;
+ case PIPE_SHADER_CAP_MAX_TEMPS:
+ if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, &result))
+ return 32;
+ return MIN2(result.u, SVGA3D_TEMPREG_MAX);
+ case PIPE_SHADER_CAP_MAX_ADDRS:
+ return 1;
+ case PIPE_SHADER_CAP_MAX_PREDS:
+ return 1;
+ case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
+ return 1;
+ case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
+ return 1;
+ case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
+ return 0;
+ case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
+ return 1;
+ case PIPE_SHADER_CAP_SUBROUTINES:
+ return 0;
+ case PIPE_SHADER_CAP_INTEGERS:
+ return 0;
+ case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
+ return 0;
+ default:
+ debug_printf("Unexpected vertex shader query %u\n", param);
+ return 0;
+ }
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ /* no support for geometry shaders at this time */
+ return 0;
default:
- return SVGA3D_DEVCAP_MAX;
+ debug_printf("Unexpected vertex shader query %u\n", param);
+ return 0;
}
+ return 0;
}
enum pipe_format format,
enum pipe_texture_target target,
unsigned sample_count,
- unsigned tex_usage,
- unsigned geom_flags )
+ unsigned tex_usage)
{
- struct svga_winsys_screen *sws = svga_screen(screen)->sws;
- SVGA3dDevCapIndex index;
- SVGA3dDevCapResult result;
+ struct svga_screen *ss = svga_screen(screen);
+ SVGA3dSurfaceFormat svga_format;
+ SVGA3dSurfaceFormatCaps caps;
+ SVGA3dSurfaceFormatCaps mask;
assert(tex_usage);
- if (sample_count > 1)
+ if (sample_count > 1) {
+ return FALSE;
+ }
+
+ svga_format = svga_translate_format(ss, format, tex_usage);
+ if (svga_format == SVGA3D_FORMAT_INVALID) {
return FALSE;
+ }
- /* Override host capabilities */
- if (tex_usage & PIPE_BIND_RENDER_TARGET) {
- switch(format) {
+ /*
+ * Override host capabilities, so that we end up with the same
+ * visuals for all virtual hardware implementations.
+ */
+
+ if (tex_usage & PIPE_BIND_DISPLAY_TARGET) {
+ switch (svga_format) {
+ case SVGA3D_A8R8G8B8:
+ case SVGA3D_X8R8G8B8:
+ case SVGA3D_R5G6B5:
+ break;
/* Often unsupported/problematic. This means we end up with the same
* visuals for all virtual hardware implementations.
*/
- case PIPE_FORMAT_B4G4R4A4_UNORM:
- case PIPE_FORMAT_B5G5R5A1_UNORM:
+ case SVGA3D_A4R4G4B4:
+ case SVGA3D_A1R5G5B5:
return FALSE;
- /* Simulate ability to render into compressed textures */
- case PIPE_FORMAT_DXT1_RGB:
- case PIPE_FORMAT_DXT1_RGBA:
- case PIPE_FORMAT_DXT3_RGBA:
- case PIPE_FORMAT_DXT5_RGBA:
- return TRUE;
-
default:
- break;
+ return FALSE;
}
}
- /* Try to query the host */
- index = svga_translate_format_cap(format);
- if( index < SVGA3D_DEVCAP_MAX &&
- sws->get_cap(sws, index, &result) )
- {
- SVGA3dSurfaceFormatCaps mask;
-
- mask.value = 0;
- if (tex_usage & PIPE_BIND_RENDER_TARGET)
- mask.offscreenRenderTarget = 1;
- if (tex_usage & PIPE_BIND_DEPTH_STENCIL)
- mask.zStencil = 1;
- if (tex_usage & PIPE_BIND_SAMPLER_VIEW)
- mask.texture = 1;
-
- if ((result.u & mask.value) == mask.value)
- return TRUE;
- else
- return FALSE;
+ /*
+ * Query the host capabilities.
+ */
+
+ svga_get_format_cap(ss, svga_format, &caps);
+
+ mask.value = 0;
+ if (tex_usage & PIPE_BIND_RENDER_TARGET) {
+ mask.offscreenRenderTarget = 1;
+ }
+ if (tex_usage & PIPE_BIND_DEPTH_STENCIL) {
+ mask.zStencil = 1;
+ }
+ if (tex_usage & PIPE_BIND_SAMPLER_VIEW) {
+ mask.texture = 1;
}
- /* Use our translate functions directly rather than relying on a
- * duplicated list of supported formats which is prone to getting
- * out of sync:
- */
- if(tex_usage & (PIPE_BIND_RENDER_TARGET | PIPE_BIND_DEPTH_STENCIL))
- return svga_translate_format_render(format) != SVGA3D_FORMAT_INVALID;
- else
- return svga_translate_format(format) != SVGA3D_FORMAT_INVALID;
+ return (caps.value & mask.value) == mask.value;
}
}
-static int
+static boolean
svga_fence_signalled(struct pipe_screen *screen,
- struct pipe_fence_handle *fence,
- unsigned flag)
+ struct pipe_fence_handle *fence)
{
struct svga_winsys_screen *sws = svga_screen(screen)->sws;
- return sws->fence_signalled(sws, fence, flag);
+ return sws->fence_signalled(sws, fence, 0) == 0;
}
-static int
+static boolean
svga_fence_finish(struct pipe_screen *screen,
struct pipe_fence_handle *fence,
- unsigned flag)
+ uint64_t timeout)
{
struct svga_winsys_screen *sws = svga_screen(screen)->sws;
SVGA_DBG(DEBUG_DMA|DEBUG_PERF, "%s fence_ptr %p\n",
__FUNCTION__, fence);
- return sws->fence_finish(sws, fence, flag);
+ return sws->fence_finish(sws, fence, 0) == 0;
}
struct svga_screen *svgascreen;
struct pipe_screen *screen;
SVGA3dDevCapResult result;
+ boolean use_vs30, use_ps30;
#ifdef DEBUG
SVGA_DEBUG = debug_get_flags_option("SVGA_DEBUG", svga_debug_flags, 0 );
screen->get_name = svga_get_name;
screen->get_vendor = svga_get_vendor;
screen->get_param = svga_get_param;
+ screen->get_shader_param = svga_get_shader_param;
screen->get_paramf = svga_get_paramf;
screen->is_format_supported = svga_is_format_supported;
screen->context_create = svga_context_create;
screen->fence_finish = svga_fence_finish;
svgascreen->sws = sws;
- svga_screen_init_surface_functions(screen);
svga_init_screen_resource_functions(svgascreen);
- svgascreen->use_ps30 =
+ if (sws->get_hw_version) {
+ svgascreen->hw_version = sws->get_hw_version(sws);
+ } else {
+ svgascreen->hw_version = SVGA3D_HWVERSION_WS65_B1;
+ }
+
+ use_ps30 =
sws->get_cap(sws, SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION, &result) &&
result.u >= SVGA3DPSVERSION_30 ? TRUE : FALSE;
- svgascreen->use_vs30 =
+ use_vs30 =
sws->get_cap(sws, SVGA3D_DEVCAP_VERTEX_SHADER_VERSION, &result) &&
result.u >= SVGA3DVSVERSION_30 ? TRUE : FALSE;
-#if 1
- /* Shader model 2.0 is unsupported at the moment. */
- if(!svgascreen->use_ps30 || !svgascreen->use_vs30)
+ /* we require Shader model 3.0 or later */
+ if (!use_ps30 || !use_vs30)
goto error2;
-#else
- if(debug_get_bool_option("SVGA_NO_SM30", FALSE))
- svgascreen->use_vs30 = svgascreen->use_ps30 = FALSE;
-#endif
+
+ /*
+ * The D16, D24X8, and D24S8 formats always do an implicit shadow compare
+ * when sampled from, where as the DF16, DF24, and D24S8_INT do not. So
+ * we prefer the later when available.
+ *
+ * This mimics hardware vendors extensions for D3D depth sampling. See also
+ * http://aras-p.info/texts/D3D9GPUHacks.html
+ */
+
+ {
+ boolean has_df16, has_df24, has_d24s8_int;
+ SVGA3dSurfaceFormatCaps caps;
+ SVGA3dSurfaceFormatCaps mask;
+ mask.value = 0;
+ mask.zStencil = 1;
+ mask.texture = 1;
+
+ svgascreen->depth.z16 = SVGA3D_Z_D16;
+ svgascreen->depth.x8z24 = SVGA3D_Z_D24X8;
+ svgascreen->depth.s8z24 = SVGA3D_Z_D24S8;
+
+ svga_get_format_cap(svgascreen, SVGA3D_Z_DF16, &caps);
+ has_df16 = (caps.value & mask.value) == mask.value;
+
+ svga_get_format_cap(svgascreen, SVGA3D_Z_DF24, &caps);
+ has_df24 = (caps.value & mask.value) == mask.value;
+
+ svga_get_format_cap(svgascreen, SVGA3D_Z_D24S8_INT, &caps);
+ has_d24s8_int = (caps.value & mask.value) == mask.value;
+
+ /* XXX: We might want some other logic here.
+ * Like if we only have d24s8_int we should
+ * emulate the other formats with that.
+ */
+ if (has_df16) {
+ svgascreen->depth.z16 = SVGA3D_Z_DF16;
+ }
+ if (has_df24) {
+ svgascreen->depth.x8z24 = SVGA3D_Z_DF24;
+ }
+ if (has_d24s8_int) {
+ svgascreen->depth.s8z24 = SVGA3D_Z_D24S8_INT;
+ }
+ }
+
+ if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_POINT_SIZE, &result)) {
+ svgascreen->maxPointSize = 1.0F;
+ } else {
+ /* Keep this to a reasonable size to avoid failures in
+ * conform/pntaa.c:
+ */
+ svgascreen->maxPointSize = MIN2(result.f, 80.0f);
+ }
pipe_mutex_init(svgascreen->tex_mutex);
pipe_mutex_init(svgascreen->swc_mutex);