#include "st_extensions.h"
#include "st_format.h"
-static int _min(int a, int b)
+static unsigned _min(unsigned a, unsigned b)
{
return (a < b) ? a : b;
}
{
struct pipe_screen *screen = st->pipe->screen;
struct gl_constants *c = &st->ctx->Const;
- gl_shader_type sh;
+ unsigned sh;
boolean can_ubo = TRUE;
- int max_const_buffers;
c->MaxTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
c->MaxArrayTextureLayers
= screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
- c->FragmentProgram.MaxTextureImageUnits
- = _min(screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
- PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
- MAX_TEXTURE_IMAGE_UNITS);
-
- c->VertexProgram.MaxTextureImageUnits
- = _min(screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
- PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
- MAX_TEXTURE_IMAGE_UNITS);
-
c->MaxCombinedTextureImageUnits
= _min(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SAMPLERS),
MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- c->MaxTextureCoordUnits
- = _min(c->FragmentProgram.MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
-
- c->MaxTextureUnits = _min(c->FragmentProgram.MaxTextureImageUnits, c->MaxTextureCoordUnits);
-
/* Define max viewport size and max renderbuffer size in terms of
* max texture size (note: max tex RECT size = max tex 2D size).
* If this isn't true for some hardware we'll need new PIPE_CAP_ queries.
c->MaxViewportHeight =
c->MaxRenderbufferSize = c->MaxTextureRectSize;
- c->MaxDrawBuffers
- = _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
- 1, MAX_DRAW_BUFFERS);
+ c->MaxDrawBuffers = c->MaxColorAttachments =
+ _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
+ 1, MAX_DRAW_BUFFERS);
c->MaxDualSourceDrawBuffers
= _clamp(screen->get_param(screen, PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS),
c->MaxTextureLodBias
= screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS);
- c->MaxDrawBuffers
- = CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
- 1, MAX_DRAW_BUFFERS);
-
c->QuadsFollowProvokingVertexConvention = screen->get_param(
screen, PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
- for (sh = 0; sh < MESA_SHADER_TYPES; ++sh) {
- struct gl_shader_compiler_options *options =
- &st->ctx->ShaderCompilerOptions[sh];
+ c->MaxUniformBlockSize =
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_CONSTS) * 16;
+ if (c->MaxUniformBlockSize < 16384) {
+ can_ubo = FALSE;
+ }
+
+ for (sh = 0; sh < PIPE_SHADER_TYPES; ++sh) {
+ struct gl_shader_compiler_options *options;
struct gl_program_constants *pc;
switch (sh) {
case PIPE_SHADER_FRAGMENT:
pc = &c->FragmentProgram;
+ options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
break;
case PIPE_SHADER_VERTEX:
pc = &c->VertexProgram;
+ options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX];
break;
case PIPE_SHADER_GEOMETRY:
pc = &c->GeometryProgram;
+ options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY];
break;
default:
- assert(0);
+ /* compute shader, etc. */
continue;
}
- pc->MaxNativeInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
- pc->MaxNativeAluInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
- pc->MaxNativeTexInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
- pc->MaxNativeTexIndirections = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
- pc->MaxNativeAttribs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS);
- pc->MaxNativeTemps = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS);
- pc->MaxNativeAddressRegs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ADDRS);
- pc->MaxNativeParameters = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONSTS);
- pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
- /* raise MaxParameters if native support is higher */
- pc->MaxParameters = MAX2(pc->MaxParameters, pc->MaxNativeParameters);
+ pc->MaxTextureImageUnits =
+ _min(screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
+ MAX_TEXTURE_IMAGE_UNITS);
+
+ pc->MaxInstructions = pc->MaxNativeInstructions =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
+ pc->MaxAluInstructions = pc->MaxNativeAluInstructions =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
+ pc->MaxTexInstructions = pc->MaxNativeTexInstructions =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
+ pc->MaxTexIndirections = pc->MaxNativeTexIndirections =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
+ pc->MaxAttribs = pc->MaxNativeAttribs =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS);
+ pc->MaxTemps = pc->MaxNativeTemps =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS);
+ pc->MaxAddressRegs = pc->MaxNativeAddressRegs =
+ _min(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ADDRS),
+ MAX_PROGRAM_ADDRESS_REGS);
+ pc->MaxParameters = pc->MaxNativeParameters =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONSTS);
+
+ pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
+
+ pc->MaxUniformBlocks =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
+ if (pc->MaxUniformBlocks)
+ pc->MaxUniformBlocks -= 1; /* The first one is for ordinary uniforms. */
+ pc->MaxUniformBlocks = _min(pc->MaxUniformBlocks, MAX_UNIFORM_BUFFERS);
+
+ pc->MaxCombinedUniformComponents = (pc->MaxUniformComponents +
+ c->MaxUniformBlockSize / 4 *
+ pc->MaxUniformBlocks);
/* Gallium doesn't really care about local vs. env parameters so use the
* same limits.
options->EmitNoIndirectUniform = !screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_INDIRECT_CONST_ADDR);
- if (pc->MaxNativeInstructions) {
- if (options->EmitNoIndirectUniform)
+ if (pc->MaxNativeInstructions &&
+ (options->EmitNoIndirectUniform || pc->MaxUniformBlocks < 12)) {
can_ubo = FALSE;
-
- max_const_buffers = screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
- /* we need 13 buffers - 1 constant, 12 UBO */
- if (max_const_buffers < 13)
- can_ubo = FALSE;
}
if (options->EmitNoLoops)
options->LowerClipDistance = true;
}
+ /* This depends on program constants. */
+ c->MaxTextureCoordUnits
+ = _min(c->FragmentProgram.MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
+
+ c->MaxTextureUnits = _min(c->FragmentProgram.MaxTextureImageUnits, c->MaxTextureCoordUnits);
+
+ c->VertexProgram.MaxAttribs = MIN2(c->VertexProgram.MaxAttribs, 16);
+
/* PIPE_SHADER_CAP_MAX_INPUTS for the FS specifies the maximum number
* of inputs. It's always 2 colors + N generic inputs. */
c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_INPUTS);
c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
+ c->MaxVaryingComponents = c->MaxVarying * 4;
c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
c->GLSLSkipStrictMaxUniformLimitCheck =
screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS);
- c->GLSLSkipStrictMaxVaryingLimitCheck =
- screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS);
-
if (can_ubo) {
st->ctx->Extensions.ARB_uniform_buffer_object = GL_TRUE;
- st->ctx->Const.UniformBufferOffsetAlignment =
+ c->UniformBufferOffsetAlignment =
screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
+ c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings =
+ c->VertexProgram.MaxUniformBlocks +
+ c->GeometryProgram.MaxUniformBlocks +
+ c->FragmentProgram.MaxUniformBlocks;
+ assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);
}
}
-static GLboolean st_get_s3tc_override(void)
-{
- const char *override = _mesa_getenv("force_s3tc_enable");
- if (override && !strcmp(override, "true"))
- return GL_TRUE;
- return GL_FALSE;
-}
-
/**
* Given a member \c x of struct gl_extensions, return offset of
* \c x in bytes.
{ o(EXT_blend_equation_separate), PIPE_CAP_BLEND_EQUATION_SEPARATE },
{ o(EXT_draw_buffers2), PIPE_CAP_INDEP_BLEND_ENABLE },
- { o(EXT_shadow_funcs), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ o(EXT_stencil_two_side), PIPE_CAP_TWO_SIDED_STENCIL },
{ o(EXT_texture_array), PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS },
{ o(EXT_texture_filter_anisotropic), PIPE_CAP_ANISOTROPIC_FILTER },
ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
ctx->Extensions.ARB_internalformat_query = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
- ctx->Extensions.ARB_shader_objects = GL_TRUE;
- ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
- ctx->Extensions.ARB_texture_storage = GL_TRUE;
ctx->Extensions.ARB_vertex_program = GL_TRUE;
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
- ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
- ctx->Extensions.EXT_fog_coord = GL_TRUE;
ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
ctx->Extensions.EXT_point_parameters = GL_TRUE;
ctx->Extensions.EXT_provoking_vertex = GL_TRUE;
- ctx->Extensions.EXT_secondary_color = GL_TRUE;
- ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
+
+ /* IMPORTANT:
+ * Don't enable EXT_separate_shader_objects. It disallows a certain
+ * optimization in the GLSL compiler and therefore is considered
+ * harmful.
+ */
+ ctx->Extensions.EXT_separate_shader_objects = GL_FALSE;
+
ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
ctx->Extensions.MESA_pack_invert = GL_TRUE;
- ctx->Extensions.NV_blend_square = GL_TRUE;
ctx->Extensions.NV_fog_distance = GL_TRUE;
ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
ctx->Extensions.NV_texture_rectangle = GL_TRUE;
ctx->Extensions.OES_EGL_image = GL_TRUE;
- if (ctx->API != API_OPENGL_COMPAT)
- ctx->Extensions.OES_EGL_image_external = GL_TRUE;
+ ctx->Extensions.OES_EGL_image_external = GL_TRUE;
ctx->Extensions.OES_draw_texture = GL_TRUE;
/* Expose the extensions which directly correspond to gallium caps. */
_mesa_override_glsl_version(st->ctx);
+ if (st->options.force_glsl_version > 0 &&
+ st->options.force_glsl_version <= ctx->Const.GLSLVersion) {
+ ctx->Const.ForceGLSLVersion = st->options.force_glsl_version;
+ }
+
if (ctx->Const.GLSLVersion >= 130) {
ctx->Const.NativeIntegers = GL_TRUE;
ctx->Const.MaxClipPlanes = 8;
/* Extensions that either depend on GLSL 1.30 or are a subset thereof. */
ctx->Extensions.ARB_conservative_depth = GL_TRUE;
- ctx->Extensions.ARB_shader_bit_encoding = GL_TRUE;
ctx->Extensions.ARB_shading_language_packing = GL_TRUE;
ctx->Extensions.OES_depth_texture_cube_map = GL_TRUE;
+ ctx->Extensions.ARB_shading_language_420pack = GL_TRUE;
+
+ if (!st->options.disable_shader_bit_encoding) {
+ ctx->Extensions.ARB_shader_bit_encoding = GL_TRUE;
+ }
} else {
/* Optional integer support for GLSL 1.2. */
if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
/* Below are the cases which cannot be moved into tables easily. */
- if (!ctx->Mesa_DXTn && !st_get_s3tc_override()) {
+ if (!ctx->Mesa_DXTn && !st->options.force_s3tc_enable) {
ctx->Extensions.EXT_texture_compression_s3tc = GL_FALSE;
ctx->Extensions.ANGLE_texture_compression_dxt = GL_FALSE;
}
}
else if (ctx->Const.MaxSamples >= 2) {
ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
+ ctx->Extensions.EXT_framebuffer_multisample_blit_scaled = GL_TRUE;
}
- if (ctx->Const.MaxDualSourceDrawBuffers > 0)
+ if (ctx->Const.MaxDualSourceDrawBuffers > 0 &&
+ !st->options.disable_blend_func_extended)
ctx->Extensions.ARB_blend_func_extended = GL_TRUE;
st->has_time_elapsed =
if (screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OBJECTS)) {
ctx->Extensions.ARB_texture_buffer_object = GL_TRUE;
+ ctx->Const.MaxTextureBufferSize =
+ _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE),
+ (1u << 31) - 1);
ctx->Const.TextureBufferOffsetAlignment =
screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT);