#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
+#include "util/u_math.h"
#include "st_context.h"
#include "st_extensions.h"
pc = &c->Program[MESA_SHADER_GEOMETRY];
options = &c->ShaderCompilerOptions[MESA_SHADER_GEOMETRY];
break;
+ case PIPE_SHADER_TESS_CTRL:
+ pc = &c->Program[MESA_SHADER_TESS_CTRL];
+ options = &c->ShaderCompilerOptions[MESA_SHADER_TESS_CTRL];
+ break;
+ case PIPE_SHADER_TESS_EVAL:
+ pc = &c->Program[MESA_SHADER_TESS_EVAL];
+ options = &c->ShaderCompilerOptions[MESA_SHADER_TESS_EVAL];
+ break;
default:
/* compute shader, etc. */
continue;
pc->MaxParameters = pc->MaxNativeParameters =
screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / sizeof(float[4]);
+ pc->MaxInputComponents =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS) * 4;
+ pc->MaxOutputComponents =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_OUTPUTS) * 4;
pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
if (options->EmitNoLoops)
options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536);
- else
- options->MaxUnrollIterations = 255; /* SM3 limit */
+
options->LowerClipDistance = true;
}
+ c->LowerTessLevel = true;
+
c->MaxCombinedTextureImageUnits =
_min(c->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
+ c->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits +
+ c->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits +
c->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits +
c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
MAX_COMBINED_TEXTURE_IMAGE_UNITS);
c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_INPUTS);
c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
- c->Program[MESA_SHADER_FRAGMENT].MaxInputComponents = c->MaxVarying * 4;
- c->Program[MESA_SHADER_VERTEX].MaxOutputComponents = c->MaxVarying * 4;
- c->Program[MESA_SHADER_GEOMETRY].MaxInputComponents = c->MaxVarying * 4;
- c->Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = c->MaxVarying * 4;
c->MaxGeometryOutputVertices = screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES);
c->MaxGeometryTotalOutputComponents = screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS);
+ c->MaxTessPatchComponents =
+ MAX2(screen->get_param(screen, PIPE_CAP_MAX_SHADER_PATCH_VARYINGS),
+ MAX_VARYING) * 4;
c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
c->MinProgramTextureGatherOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET);
c->MaxProgramTextureGatherOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET);
- c->UniformBooleanTrue = ~0;
-
c->MaxTransformFeedbackBuffers =
screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS);
c->MaxTransformFeedbackBuffers = MIN2(c->MaxTransformFeedbackBuffers, MAX_FEEDBACK_BUFFERS);
/* The vertex stream must fit into pipe_stream_output_info::stream */
assert(c->MaxVertexStreams <= 4);
+ c->MaxVertexAttribStride
+ = screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE);
+
c->StripTextureBorder = GL_TRUE;
c->GLSLSkipStrictMaxUniformLimitCheck =
screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings =
c->Program[MESA_SHADER_VERTEX].MaxUniformBlocks +
+ c->Program[MESA_SHADER_TESS_CTRL].MaxUniformBlocks +
+ c->Program[MESA_SHADER_TESS_EVAL].MaxUniformBlocks +
c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks +
c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks;
assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);
GLboolean *extension_table = (GLboolean *) extensions;
unsigned i;
int j;
- int num_formats = Elements(mapping->format);
- int num_ext = Elements(mapping->extension_offset);
+ int num_formats = ARRAY_SIZE(mapping->format);
+ int num_ext = ARRAY_SIZE(mapping->extension_offset);
for (i = 0; i < num_mappings; i++) {
int num_supported = 0;
* Some fine tuning may still be needed.
*/
void st_init_extensions(struct pipe_screen *screen,
- gl_api api,
struct gl_constants *consts,
struct gl_extensions *extensions,
struct st_config_options *options,
boolean has_lib_dxtc)
{
- int i, glsl_feature_level;
+ unsigned i;
+ int glsl_feature_level;
GLboolean *extension_table = (GLboolean *) extensions;
static const struct st_extension_cap_mapping cap_mapping[] = {
{ o(ARB_base_instance), PIPE_CAP_START_INSTANCE },
- { o(ARB_buffer_storage), PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT },
+ { o(ARB_buffer_storage), PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT },
+ { o(ARB_color_buffer_float), PIPE_CAP_VERTEX_COLOR_UNCLAMPED },
{ o(ARB_depth_clamp), PIPE_CAP_DEPTH_CLIP_DISABLE },
{ o(ARB_depth_texture), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ o(ARB_draw_buffers_blend), PIPE_CAP_INDEP_BLEND_FUNC },
{ o(ARB_draw_instanced), PIPE_CAP_TGSI_INSTANCEID },
{ o(ARB_fragment_program_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP },
+ { o(ARB_framebuffer_object), PIPE_CAP_MIXED_FRAMEBUFFER_SIZES },
{ o(ARB_instanced_arrays), PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR },
{ o(ARB_occlusion_query), PIPE_CAP_OCCLUSION_QUERY },
{ o(ARB_occlusion_query2), PIPE_CAP_OCCLUSION_QUERY },
+ { o(ARB_pipeline_statistics_query), PIPE_CAP_QUERY_PIPELINE_STATISTICS },
{ o(ARB_point_sprite), PIPE_CAP_POINT_SPRITE },
{ o(ARB_seamless_cube_map), PIPE_CAP_SEAMLESS_CUBE_MAP },
{ o(ARB_shader_stencil_export), PIPE_CAP_SHADER_STENCIL_EXPORT },
{ o(ARB_shader_texture_lod), PIPE_CAP_SM3 },
{ o(ARB_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP },
+ { o(ARB_texture_buffer_object), PIPE_CAP_TEXTURE_BUFFER_OBJECTS },
+ { o(ARB_texture_gather), PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS },
{ o(ARB_texture_mirror_clamp_to_edge), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
{ o(ARB_texture_non_power_of_two), PIPE_CAP_NPOT_TEXTURES },
{ o(ARB_timer_query), PIPE_CAP_QUERY_TIMESTAMP },
{ o(EXT_texture_swizzle), PIPE_CAP_TEXTURE_SWIZZLE },
{ o(EXT_transform_feedback), PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS },
+ { o(AMD_pinned_memory), PIPE_CAP_RESOURCE_FROM_USER_MEMORY },
{ o(AMD_seamless_cubemap_per_texture), PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE },
{ o(ATI_separate_stencil), PIPE_CAP_TWO_SIDED_STENCIL },
{ o(ATI_texture_mirror_once), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
{ o(NV_conditional_render), PIPE_CAP_CONDITIONAL_RENDER },
+ { o(NV_primitive_restart), PIPE_CAP_PRIMITIVE_RESTART },
{ o(NV_texture_barrier), PIPE_CAP_TEXTURE_BARRIER },
/* GL_NV_point_sprite is not supported by gallium because we don't
* support the GL_POINT_SPRITE_R_MODE_NV option. */
{ o(OES_standard_derivatives), PIPE_CAP_SM3 },
+ { o(OES_texture_float_linear), PIPE_CAP_TEXTURE_FLOAT_LINEAR },
+ { o(OES_texture_half_float_linear), PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR },
{ o(ARB_texture_cube_map_array), PIPE_CAP_CUBE_MAP_ARRAY },
{ o(ARB_texture_multisample), PIPE_CAP_TEXTURE_MULTISAMPLE },
{ o(ARB_texture_query_lod), PIPE_CAP_TEXTURE_QUERY_LOD },
{ o(ARB_sample_shading), PIPE_CAP_SAMPLE_SHADING },
- { o(ARB_draw_indirect), PIPE_CAP_DRAW_INDIRECT }
+ { o(ARB_draw_indirect), PIPE_CAP_DRAW_INDIRECT },
+ { o(ARB_derivative_control), PIPE_CAP_TGSI_FS_FINE_DERIVATIVE },
+ { o(ARB_conditional_render_inverted), PIPE_CAP_CONDITIONAL_RENDER_INVERTED },
+ { o(ARB_texture_view), PIPE_CAP_SAMPLER_VIEW_TARGET },
+ { o(ARB_clip_control), PIPE_CAP_CLIP_HALFZ },
+ { o(EXT_polygon_offset_clamp), PIPE_CAP_POLYGON_OFFSET_CLAMP },
+ { o(EXT_depth_bounds_test), PIPE_CAP_DEPTH_BOUNDS_TEST },
};
/* Required: render target and sampler support */
{ PIPE_FORMAT_R32G32B32A32_FLOAT,
PIPE_FORMAT_R16G16B16A16_FLOAT } },
+ { { o(OES_texture_float) },
+ { PIPE_FORMAT_R32G32B32A32_FLOAT } },
+
+ { { o(OES_texture_half_float) },
+ { PIPE_FORMAT_R16G16B16A16_FLOAT } },
+
{ { o(ARB_texture_rgb10_a2ui) },
{ PIPE_FORMAT_R10G10B10A2_UINT,
PIPE_FORMAT_B10G10R10A2_UINT },
PIPE_FORMAT_DXT3_RGBA,
PIPE_FORMAT_DXT5_RGBA } },
+ { { o(ARB_texture_compression_bptc) },
+ { PIPE_FORMAT_BPTC_RGBA_UNORM,
+ PIPE_FORMAT_BPTC_SRGBA,
+ PIPE_FORMAT_BPTC_RGB_FLOAT,
+ PIPE_FORMAT_BPTC_RGB_UFLOAT } },
+
{ { o(EXT_texture_shared_exponent) },
{ PIPE_FORMAT_R9G9B9E5_FLOAT } },
PIPE_FORMAT_R8G8B8A8_UNORM },
GL_TRUE }, /* at least one format must be supported */
- { { o(ARB_stencil_texturing) },
+ { { o(ARB_stencil_texturing),
+ o(ARB_texture_stencil8) },
{ PIPE_FORMAT_X24S8_UINT,
PIPE_FORMAT_S8X24_UINT },
GL_TRUE }, /* at least one format must be supported */
extensions->NV_fog_distance = GL_TRUE;
extensions->NV_texture_env_combine4 = GL_TRUE;
extensions->NV_texture_rectangle = GL_TRUE;
- extensions->NV_vdpau_interop = GL_TRUE;
extensions->OES_EGL_image = GL_TRUE;
extensions->OES_EGL_image_external = GL_TRUE;
extensions->OES_draw_texture = GL_TRUE;
/* Expose the extensions which directly correspond to gallium caps. */
- for (i = 0; i < Elements(cap_mapping); i++) {
+ for (i = 0; i < ARRAY_SIZE(cap_mapping); i++) {
if (screen->get_param(screen, cap_mapping[i].cap)) {
extension_table[cap_mapping[i].extension_offset] = GL_TRUE;
}
/* Expose the extensions which directly correspond to gallium formats. */
init_format_extensions(screen, extensions, rendertarget_mapping,
- Elements(rendertarget_mapping), PIPE_TEXTURE_2D,
+ ARRAY_SIZE(rendertarget_mapping), PIPE_TEXTURE_2D,
PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW);
init_format_extensions(screen, extensions, depthstencil_mapping,
- Elements(depthstencil_mapping), PIPE_TEXTURE_2D,
+ ARRAY_SIZE(depthstencil_mapping), PIPE_TEXTURE_2D,
PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_SAMPLER_VIEW);
init_format_extensions(screen, extensions, texture_mapping,
- Elements(texture_mapping), PIPE_TEXTURE_2D,
+ ARRAY_SIZE(texture_mapping), PIPE_TEXTURE_2D,
PIPE_BIND_SAMPLER_VIEW);
init_format_extensions(screen, extensions, vertex_mapping,
- Elements(vertex_mapping), PIPE_BUFFER,
+ ARRAY_SIZE(vertex_mapping), PIPE_BUFFER,
PIPE_BIND_VERTEX_BUFFER);
/* Figure out GLSL support. */
glsl_feature_level = screen->get_param(screen, PIPE_CAP_GLSL_FEATURE_LEVEL);
consts->GLSLVersion = glsl_feature_level;
- if (glsl_feature_level >= 330)
- consts->GLSLVersion = 330;
+ if (glsl_feature_level >= 410)
+ consts->GLSLVersion = 410;
_mesa_override_glsl_version(consts);
consts->ForceGLSLVersion = options->force_glsl_version;
}
+ if (glsl_feature_level >= 400)
+ extensions->ARB_gpu_shader5 = GL_TRUE;
+ if (glsl_feature_level >= 410)
+ extensions->ARB_shader_precision = GL_TRUE;
+
/* This extension needs full OpenGL 3.2, but we don't know if that's
* supported at this point. Only check the GLSL version. */
if (consts->GLSLVersion >= 150 &&
consts->NativeIntegers = GL_TRUE;
consts->MaxClipPlanes = 8;
+ if (screen->get_param(screen, PIPE_CAP_VERTEXID_NOBASE)) {
+ consts->VertexID_is_zero_based = GL_TRUE;
+ }
+
/* Extensions that either depend on GLSL 1.30 or are a subset thereof. */
extensions->ARB_conservative_depth = GL_TRUE;
extensions->ARB_shading_language_packing = GL_TRUE;
extensions->OES_depth_texture_cube_map = GL_TRUE;
extensions->ARB_shading_language_420pack = GL_TRUE;
extensions->ARB_texture_query_levels = GL_TRUE;
+ extensions->ARB_shader_subroutine = GL_TRUE;
if (!options->disable_shader_bit_encoding) {
extensions->ARB_shader_bit_encoding = GL_TRUE;
extensions->EXT_shader_integer_mix = GL_TRUE;
}
+
+ /* Integer textures make no sense before GLSL 1.30 */
+ extensions->EXT_texture_integer = GL_FALSE;
}
+ consts->UniformBooleanTrue = consts->NativeIntegers ? ~0U : fui(1.0f);
+
/* Below are the cases which cannot be moved into tables easily. */
if (!has_lib_dxtc && !options->force_s3tc_enable) {
extensions->ANGLE_texture_compression_dxt = GL_FALSE;
}
- if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY,
+ if (screen->get_shader_param(screen, PIPE_SHADER_TESS_CTRL,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
-#if 0 /* XXX re-enable when GLSL compiler again supports geometry shaders */
- extensions->ARB_geometry_shader4 = GL_TRUE;
-#endif
- }
-
- extensions->NV_primitive_restart = GL_TRUE;
- if (!screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) {
- consts->PrimitiveRestartInSoftware = GL_TRUE;
- }
-
- /* ARB_color_buffer_float. */
- if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
- extensions->ARB_color_buffer_float = GL_TRUE;
+ extensions->ARB_tessellation_shader = GL_TRUE;
}
if (screen->fence_finish) {
};
consts->MaxSamples =
- get_max_samples_for_formats(screen, Elements(color_formats),
+ get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats),
color_formats, 16,
PIPE_BIND_RENDER_TARGET);
consts->MaxColorTextureSamples =
- get_max_samples_for_formats(screen, Elements(color_formats),
+ get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats),
color_formats, consts->MaxSamples,
PIPE_BIND_SAMPLER_VIEW);
consts->MaxDepthTextureSamples =
- get_max_samples_for_formats(screen, Elements(depth_formats),
+ get_max_samples_for_formats(screen, ARRAY_SIZE(depth_formats),
depth_formats, consts->MaxSamples,
PIPE_BIND_SAMPLER_VIEW);
consts->MaxIntegerSamples =
- get_max_samples_for_formats(screen, Elements(int_formats),
+ get_max_samples_for_formats(screen, ARRAY_SIZE(int_formats),
int_formats, consts->MaxSamples,
PIPE_BIND_SAMPLER_VIEW);
}
consts->MinMapBufferAlignment =
screen->get_param(screen, PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT);
- if (screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OBJECTS)) {
- extensions->ARB_texture_buffer_object = GL_TRUE;
-
+ if (extensions->ARB_texture_buffer_object) {
consts->MaxTextureBufferSize =
_min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE),
(1u << 31) - 1);
extensions->ARB_texture_buffer_range = GL_TRUE;
init_format_extensions(screen, extensions, tbo_rgb32,
- Elements(tbo_rgb32), PIPE_BUFFER,
+ ARRAY_SIZE(tbo_rgb32), PIPE_BUFFER,
PIPE_BIND_SAMPLER_VIEW);
}
- if (screen->get_param(screen, PIPE_CAP_MIXED_FRAMEBUFFER_SIZES)) {
- extensions->ARB_framebuffer_object = GL_TRUE;
- }
-
/* Unpacking a varying in the fragment shader costs 1 texture indirection.
* If the number of available texture indirections is very limited, then we
* prefer to disable varying packing rather than run the risk of varying
consts->DisableVaryingPacking = GL_TRUE;
}
- if (api == API_OPENGL_CORE) {
- consts->MaxViewports = screen->get_param(screen, PIPE_CAP_MAX_VIEWPORTS);
- if (consts->MaxViewports >= 16) {
- consts->ViewportBounds.Min = -16384.0;
- consts->ViewportBounds.Max = 16384.0;
- extensions->ARB_viewport_array = GL_TRUE;
- extensions->ARB_fragment_layer_viewport = GL_TRUE;
- if (extensions->AMD_vertex_shader_layer)
- extensions->AMD_vertex_shader_viewport_index = GL_TRUE;
- }
+ consts->MaxViewports = screen->get_param(screen, PIPE_CAP_MAX_VIEWPORTS);
+ if (consts->MaxViewports >= 16) {
+ consts->ViewportBounds.Min = -16384.0;
+ consts->ViewportBounds.Max = 16384.0;
+ extensions->ARB_viewport_array = GL_TRUE;
+ extensions->ARB_fragment_layer_viewport = GL_TRUE;
+ if (extensions->AMD_vertex_shader_layer)
+ extensions->AMD_vertex_shader_viewport_index = GL_TRUE;
}
- if (consts->MaxProgramTextureGatherComponents > 0)
- extensions->ARB_texture_gather = GL_TRUE;
/* GL_ARB_ES3_compatibility.
*
PIPE_BIND_SAMPLER_VIEW)) {
extensions->ARB_ES3_compatibility = GL_TRUE;
}
+
+ if (screen->get_video_param &&
+ screen->get_video_param(screen, PIPE_VIDEO_PROFILE_UNKNOWN,
+ PIPE_VIDEO_ENTRYPOINT_BITSTREAM,
+ PIPE_VIDEO_CAP_SUPPORTS_INTERLACED)) {
+ extensions->NV_vdpau_interop = GL_TRUE;
+ }
+
+ if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_DOUBLES) &&
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_DOUBLES)) {
+ extensions->ARB_gpu_shader_fp64 = GL_TRUE;
+ extensions->ARB_vertex_attrib_64bit = GL_TRUE;
+ }
}