#include "util/u_math.h"
#include "st_context.h"
+#include "st_debug.h"
#include "st_extensions.h"
#include "st_format.h"
void st_init_limits(struct pipe_screen *screen,
struct gl_constants *c, struct gl_extensions *extensions)
{
+ int supported_irs;
unsigned sh;
boolean can_ubo = TRUE;
c->MaxViewportHeight =
c->MaxRenderbufferSize = c->MaxTextureRectSize;
+ c->ViewportSubpixelBits =
+ screen->get_param(screen, PIPE_CAP_VIEWPORT_SUBPIXEL_BITS);
+
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),
- 0, MAX_DRAW_BUFFERS);
+ c->MaxDualSourceDrawBuffers =
+ _clamp(screen->get_param(screen,
+ PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS),
+ 0, MAX_DRAW_BUFFERS);
- c->MaxLineWidth
- = _maxf(1.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_LINE_WIDTH));
- c->MaxLineWidthAA
- = _maxf(1.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_LINE_WIDTH_AA));
+ c->MaxLineWidth =
+ _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH));
+ c->MaxLineWidthAA =
+ _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH_AA));
- c->MaxPointSize
- = _maxf(1.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_POINT_WIDTH));
- c->MaxPointSizeAA
- = _maxf(1.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_POINT_WIDTH_AA));
+ c->MaxPointSize =
+ _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH));
+ c->MaxPointSizeAA =
+ _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH_AA));
/* these are not queryable. Note that GL basically mandates a 1.0 minimum
* for non-aa sizes, but we can go down to 0.0 for aa points.
c->MinPointSize = 1.0f;
c->MinPointSizeAA = 0.0f;
- c->MaxTextureMaxAnisotropy
- = _maxf(2.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_TEXTURE_ANISOTROPY));
+ c->MaxTextureMaxAnisotropy =
+ _maxf(2.0f,
+ screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_ANISOTROPY));
- c->MaxTextureLodBias
- = screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS);
+ c->MaxTextureLodBias =
+ screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS);
- c->QuadsFollowProvokingVertexConvention = screen->get_param(
- screen, PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
+ c->QuadsFollowProvokingVertexConvention =
+ screen->get_param(screen,
+ PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
c->MaxUniformBlockSize =
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
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;
+ case PIPE_SHADER_COMPUTE:
+ pc = &c->Program[MESA_SHADER_COMPUTE];
+ options = &c->ShaderCompilerOptions[MESA_SHADER_COMPUTE];
+
+ if (!screen->get_param(screen, PIPE_CAP_COMPUTE))
+ continue;
+ supported_irs =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUPPORTED_IRS);
+ if (!(supported_irs & (1 << PIPE_SHADER_IR_TGSI)))
+ continue;
+ break;
default:
- /* compute shader, etc. */
- continue;
+ assert(0);
}
pc->MaxTextureImageUnits =
PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
MAX_TEXTURE_IMAGE_UNITS);
- pc->MaxInstructions = pc->MaxNativeInstructions =
+ 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 =
+ 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 =
+ pc->MaxTemps =
+ pc->MaxNativeTemps =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS);
- pc->MaxAddressRegs = pc->MaxNativeAddressRegs =
- sh == PIPE_SHADER_VERTEX ? 1 : 0;
- pc->MaxParameters = pc->MaxNativeParameters =
+ pc->MaxAddressRegs =
+ pc->MaxNativeAddressRegs = sh == PIPE_SHADER_VERTEX ? 1 : 0;
+ pc->MaxParameters =
+ pc->MaxNativeParameters =
screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / sizeof(float[4]);
pc->MaxInputComponents =
pc->MaxOutputComponents =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_OUTPUTS) * 4;
- pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
+ pc->MaxUniformComponents =
+ 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
pc->MaxUniformBlocks =
- screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
+ 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);
c->MaxUniformBlockSize / 4 *
pc->MaxUniformBlocks);
+ pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
+ pc->MaxAtomicBuffers = screen->get_shader_param(
+ screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS) / 2;
+ pc->MaxShaderStorageBlocks = pc->MaxAtomicBuffers;
+
+ pc->MaxImageUniforms = screen->get_shader_param(
+ screen, sh, PIPE_SHADER_CAP_MAX_SHADER_IMAGES);
+
/* Gallium doesn't really care about local vs. env parameters so use the
* same limits.
*/
pc->MaxLocalParams = MIN2(pc->MaxParameters, MAX_PROGRAM_LOCAL_PARAMS);
pc->MaxEnvParams = MIN2(pc->MaxParameters, MAX_PROGRAM_ENV_PARAMS);
+ if (screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_INTEGERS)) {
+ pc->LowInt.RangeMin = 31;
+ pc->LowInt.RangeMax = 30;
+ pc->LowInt.Precision = 0;
+ pc->MediumInt = pc->HighInt = pc->LowInt;
+ }
+
options->EmitNoNoise = TRUE;
/* TODO: make these more fine-grained if anyone needs it */
- options->MaxIfDepth = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
- options->EmitNoLoops = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
- options->EmitNoFunctions = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
- options->EmitNoMainReturn = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
-
- options->EmitNoCont = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED);
-
- options->EmitNoIndirectInput = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR);
- options->EmitNoIndirectOutput = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR);
- options->EmitNoIndirectTemp = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR);
- options->EmitNoIndirectUniform = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_CONST_ADDR);
+ options->MaxIfDepth =
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ options->EmitNoLoops =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ options->EmitNoFunctions =
+ !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
+ options->EmitNoMainReturn =
+ !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
+
+ options->EmitNoCont =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED);
+
+ options->EmitNoIndirectInput =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR);
+ options->EmitNoIndirectOutput =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR);
+ options->EmitNoIndirectTemp =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR);
+ options->EmitNoIndirectUniform =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_INDIRECT_CONST_ADDR);
if (pc->MaxNativeInstructions &&
(options->EmitNoIndirectUniform || pc->MaxUniformBlocks < 12)) {
}
if (options->EmitNoLoops)
- options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536);
+ options->MaxUnrollIterations =
+ MIN2(screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_INSTRUCTIONS),
+ 65536);
else
- options->MaxUnrollIterations = 255; /* SM3 limit */
- options->LowerClipDistance = true;
+ options->MaxUnrollIterations =
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT);
+
+ options->LowerCombinedClipCullDistance = true;
+ options->LowerBufferInterfaceBlocks = true;
+
+ if (sh == PIPE_SHADER_COMPUTE)
+ options->LowerShaderSharedVariables = true;
}
+ c->LowerTessLevel = true;
+ c->LowerCsDerivedVariables = true;
+ c->PrimitiveRestartForPatches =
+ screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES);
+
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,
+ c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits +
+ c->Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
MAX_COMBINED_TEXTURE_IMAGE_UNITS);
/* This depends on program constants. */
c->MaxTextureCoordUnits
- = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
+ = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
+ MAX_TEXTURE_COORD_UNITS);
- c->MaxTextureUnits = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, c->MaxTextureCoordUnits);
+ c->MaxTextureUnits =
+ _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
+ c->MaxTextureCoordUnits);
- c->Program[MESA_SHADER_VERTEX].MaxAttribs = MIN2(c->Program[MESA_SHADER_VERTEX].MaxAttribs, 16);
+ c->Program[MESA_SHADER_VERTEX].MaxAttribs =
+ MIN2(c->Program[MESA_SHADER_VERTEX].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->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->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
- c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
-
- c->MaxProgramTextureGatherComponents = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS);
- 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->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->MaxProgramTextureGatherComponents =
+ screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS);
+ 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->MaxTransformFeedbackBuffers =
screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS);
- c->MaxTransformFeedbackBuffers = MIN2(c->MaxTransformFeedbackBuffers, MAX_FEEDBACK_BUFFERS);
+ c->MaxTransformFeedbackBuffers = MIN2(c->MaxTransformFeedbackBuffers,
+ MAX_FEEDBACK_BUFFERS);
c->MaxTransformFeedbackSeparateComponents =
screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS);
c->MaxTransformFeedbackInterleavedComponents =
- screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS);
+ screen->get_param(screen,
+ PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS);
c->MaxVertexStreams =
MAX2(1, screen->get_param(screen, PIPE_CAP_MAX_VERTEX_STREAMS));
c->GLSLSkipStrictMaxUniformLimitCheck =
screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS);
+ c->UniformBufferOffsetAlignment =
+ screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
+
if (can_ubo) {
extensions->ARB_uniform_buffer_object = GL_TRUE;
- c->UniformBufferOffsetAlignment =
- 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;
+ c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks +
+ c->Program[MESA_SHADER_COMPUTE].MaxUniformBlocks;
assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);
}
+
+ c->GLSLFragCoordIsSysVal =
+ screen->get_param(screen, PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL);
+ c->GLSLFrontFacingIsSysVal =
+ screen->get_param(screen, PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL);
+
+ c->MaxAtomicBufferBindings =
+ c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
+ c->MaxCombinedAtomicBuffers =
+ c->Program[MESA_SHADER_VERTEX].MaxAtomicBuffers +
+ c->Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers +
+ c->Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers +
+ c->Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers +
+ c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
+ assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS);
+
+ if (c->MaxCombinedAtomicBuffers > 0) {
+ extensions->ARB_shader_atomic_counters = GL_TRUE;
+ extensions->ARB_shader_atomic_counter_ops = GL_TRUE;
+ }
+
+ c->MaxCombinedShaderOutputResources = c->MaxDrawBuffers;
+ c->ShaderStorageBufferOffsetAlignment =
+ screen->get_param(screen, PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT);
+ if (c->ShaderStorageBufferOffsetAlignment) {
+ c->MaxCombinedShaderStorageBlocks = c->MaxShaderStorageBufferBindings =
+ c->MaxCombinedAtomicBuffers;
+ c->MaxCombinedShaderOutputResources +=
+ c->MaxCombinedShaderStorageBlocks;
+ c->MaxShaderStorageBlockSize = 1 << 27;
+ extensions->ARB_shader_storage_buffer_object = GL_TRUE;
+ }
+
+ c->MaxCombinedImageUniforms =
+ c->Program[MESA_SHADER_VERTEX].MaxImageUniforms +
+ c->Program[MESA_SHADER_TESS_CTRL].MaxImageUniforms +
+ c->Program[MESA_SHADER_TESS_EVAL].MaxImageUniforms +
+ c->Program[MESA_SHADER_GEOMETRY].MaxImageUniforms +
+ c->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms +
+ c->Program[MESA_SHADER_COMPUTE].MaxImageUniforms;
+ c->MaxCombinedShaderOutputResources += c->MaxCombinedImageUniforms;
+ c->MaxImageUnits = MAX_IMAGE_UNITS;
+ if (c->MaxCombinedImageUniforms) {
+ extensions->ARB_shader_image_load_store = GL_TRUE;
+ extensions->ARB_shader_image_size = GL_TRUE;
+ }
+
+ /* ARB_framebuffer_no_attachments */
+ c->MaxFramebufferWidth = c->MaxViewportWidth;
+ c->MaxFramebufferHeight = c->MaxViewportHeight;
+ /* NOTE: we cheat here a little by assuming that
+ * PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS has the same
+ * number of layers as we need, although we technically
+ * could have more the generality is not really useful
+ * in practicality.
+ */
+ c->MaxFramebufferLayers =
+ screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
+
+ c->MaxWindowRectangles =
+ screen->get_param(screen, PIPE_CAP_MAX_WINDOW_RECTANGLES);
}
struct st_extension_format_mapping {
int extension_offset[2];
- enum pipe_format format[8];
+ enum pipe_format format[32];
/* If TRUE, at least one format must be supported for the extensions to be
* advertised. If FALSE, all the formats must be supported. */
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;
struct st_config_options *options,
boolean has_lib_dxtc)
{
- int i, glsl_feature_level;
+ unsigned i;
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_clear_texture), PIPE_CAP_CLEAR_TEXTURE },
+ { o(ARB_clip_control), PIPE_CAP_CLIP_HALFZ },
+ { o(ARB_color_buffer_float), PIPE_CAP_VERTEX_COLOR_UNCLAMPED },
+ { o(ARB_conditional_render_inverted), PIPE_CAP_CONDITIONAL_RENDER_INVERTED },
+ { o(ARB_copy_image), PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS },
+ { o(OES_copy_image), PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS },
+ { o(ARB_cull_distance), PIPE_CAP_CULL_DISTANCE },
{ o(ARB_depth_clamp), PIPE_CAP_DEPTH_CLIP_DISABLE },
{ o(ARB_depth_texture), PIPE_CAP_TEXTURE_SHADOW_MAP },
+ { o(ARB_derivative_control), PIPE_CAP_TGSI_FS_FINE_DERIVATIVE },
{ o(ARB_draw_buffers_blend), PIPE_CAP_INDEP_BLEND_FUNC },
+ { o(ARB_draw_indirect), PIPE_CAP_DRAW_INDIRECT },
{ 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_indirect_parameters), PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS },
{ 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_query_buffer_object), PIPE_CAP_QUERY_BUFFER_OBJECT },
+ { o(ARB_robust_buffer_access_behavior), PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR },
+ { o(ARB_sample_shading), PIPE_CAP_SAMPLE_SHADING },
{ o(ARB_seamless_cube_map), PIPE_CAP_SEAMLESS_CUBE_MAP },
+ { o(ARB_shader_draw_parameters), PIPE_CAP_DRAW_PARAMETERS },
+ { o(ARB_shader_group_vote), PIPE_CAP_TGSI_VOTE },
{ o(ARB_shader_stencil_export), PIPE_CAP_SHADER_STENCIL_EXPORT },
+ { o(ARB_shader_texture_image_samples), PIPE_CAP_TGSI_TXQS },
{ 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_cube_map_array), PIPE_CAP_CUBE_MAP_ARRAY },
+ { 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_multisample), PIPE_CAP_TEXTURE_MULTISAMPLE },
{ o(ARB_texture_non_power_of_two), PIPE_CAP_NPOT_TEXTURES },
+ { o(ARB_texture_query_lod), PIPE_CAP_TEXTURE_QUERY_LOD },
+ { o(ARB_texture_view), PIPE_CAP_SAMPLER_VIEW_TARGET },
{ o(ARB_timer_query), PIPE_CAP_QUERY_TIMESTAMP },
{ o(ARB_transform_feedback2), PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME },
{ o(ARB_transform_feedback3), PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME },
{ o(EXT_blend_equation_separate), PIPE_CAP_BLEND_EQUATION_SEPARATE },
+ { o(EXT_depth_bounds_test), PIPE_CAP_DEPTH_BOUNDS_TEST },
{ o(EXT_draw_buffers2), PIPE_CAP_INDEP_BLEND_ENABLE },
+ { o(EXT_polygon_offset_clamp), PIPE_CAP_POLYGON_OFFSET_CLAMP },
{ 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 },
{ o(EXT_texture_mirror_clamp), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
{ o(EXT_texture_swizzle), PIPE_CAP_TEXTURE_SWIZZLE },
{ o(EXT_transform_feedback), PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS },
+ { o(EXT_window_rectangles), PIPE_CAP_MAX_WINDOW_RECTANGLES },
+ { o(AMD_pinned_memory), PIPE_CAP_RESOURCE_FROM_USER_MEMORY },
+ { o(ATI_meminfo), PIPE_CAP_QUERY_MEMORY_INFO },
{ 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 },
+ { o(NVX_gpu_memory_info), PIPE_CAP_QUERY_MEMORY_INFO },
/* 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(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_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(OES_texture_float_linear), PIPE_CAP_TEXTURE_FLOAT_LINEAR },
+ { o(OES_texture_half_float_linear), PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR },
};
/* 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_BPTC_RGB_FLOAT,
PIPE_FORMAT_BPTC_RGB_UFLOAT } },
+ { { o(KHR_texture_compression_astc_ldr) },
+ { PIPE_FORMAT_ASTC_4x4,
+ PIPE_FORMAT_ASTC_5x4,
+ PIPE_FORMAT_ASTC_5x5,
+ PIPE_FORMAT_ASTC_6x5,
+ PIPE_FORMAT_ASTC_6x6,
+ PIPE_FORMAT_ASTC_8x5,
+ PIPE_FORMAT_ASTC_8x6,
+ PIPE_FORMAT_ASTC_8x8,
+ PIPE_FORMAT_ASTC_10x5,
+ PIPE_FORMAT_ASTC_10x6,
+ PIPE_FORMAT_ASTC_10x8,
+ PIPE_FORMAT_ASTC_10x10,
+ PIPE_FORMAT_ASTC_12x10,
+ PIPE_FORMAT_ASTC_12x12,
+ PIPE_FORMAT_ASTC_4x4_SRGB,
+ PIPE_FORMAT_ASTC_5x4_SRGB,
+ PIPE_FORMAT_ASTC_5x5_SRGB,
+ PIPE_FORMAT_ASTC_6x5_SRGB,
+ PIPE_FORMAT_ASTC_6x6_SRGB,
+ PIPE_FORMAT_ASTC_8x5_SRGB,
+ PIPE_FORMAT_ASTC_8x6_SRGB,
+ PIPE_FORMAT_ASTC_8x8_SRGB,
+ PIPE_FORMAT_ASTC_10x5_SRGB,
+ PIPE_FORMAT_ASTC_10x6_SRGB,
+ PIPE_FORMAT_ASTC_10x8_SRGB,
+ PIPE_FORMAT_ASTC_10x10_SRGB,
+ PIPE_FORMAT_ASTC_12x10_SRGB,
+ PIPE_FORMAT_ASTC_12x12_SRGB } },
+
{ { 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 */
/* Required: vertex fetch support. */
static const struct st_extension_format_mapping vertex_mapping[] = {
+ { { o(EXT_vertex_array_bgra) },
+ { PIPE_FORMAT_B8G8R8A8_UNORM } },
{ { o(ARB_vertex_type_2_10_10_10_rev) },
{ PIPE_FORMAT_R10G10B10A2_UNORM,
PIPE_FORMAT_B10G10R10A2_UNORM,
extensions->ARB_fragment_shader = GL_TRUE;
extensions->ARB_half_float_vertex = GL_TRUE;
extensions->ARB_internalformat_query = GL_TRUE;
+ extensions->ARB_internalformat_query2 = GL_TRUE;
extensions->ARB_map_buffer_range = GL_TRUE;
extensions->ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
extensions->ARB_texture_cube_map = GL_TRUE;
extensions->EXT_provoking_vertex = GL_TRUE;
extensions->EXT_texture_env_dot3 = GL_TRUE;
- extensions->EXT_vertex_array_bgra = GL_TRUE;
+ extensions->ATI_fragment_shader = GL_TRUE;
extensions->ATI_texture_env_combine3 = GL_TRUE;
extensions->MESA_pack_invert = 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;
+ /* Figure out GLSL support and set GLSLVersion to it. */
+ consts->GLSLVersion = screen->get_param(screen, PIPE_CAP_GLSL_FEATURE_LEVEL);
_mesa_override_glsl_version(consts);
consts->ForceGLSLVersion = options->force_glsl_version;
}
- if (glsl_feature_level >= 400)
+ if (consts->GLSLVersion >= 400)
extensions->ARB_gpu_shader5 = GL_TRUE;
+ if (consts->GLSLVersion >= 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. */
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;
+ extensions->ARB_arrays_of_arrays = GL_TRUE;
+ extensions->MESA_shader_integer_functions = GL_TRUE;
} else {
/* Optional integer support for GLSL 1.2. */
if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
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 ? ~0 : fui(1.0f);
+ consts->GLSLZeroInit = options->glsl_zero_init;
+
+ consts->UniformBooleanTrue = consts->NativeIntegers ? ~0U : fui(1.0f);
/* Below are the cases which cannot be moved into tables easily. */
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
- }
-
- if (screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) {
- extensions->NV_primitive_restart = 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) {
extensions->ARB_sync = GL_TRUE;
}
+ /* Needs PIPE_CAP_SAMPLE_SHADING + all the sample-related bits of
+ * ARB_gpu_shader5. This enables all the per-sample shading ES extensions.
+ */
+ extensions->OES_sample_variables = extensions->ARB_sample_shading &&
+ extensions->ARB_gpu_shader5;
+
/* Maximum sample count. */
{
enum pipe_format color_formats[] = {
enum pipe_format int_formats[] = {
PIPE_FORMAT_R8G8B8A8_SINT
};
+ enum pipe_format void_formats[] = {
+ PIPE_FORMAT_NONE
+ };
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->MaxImageSamples =
+ get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats),
+ color_formats, 16,
+ PIPE_BIND_SHADER_IMAGE);
+
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);
+
+ /* ARB_framebuffer_no_attachments, assume max no. of samples 32 */
+ consts->MaxFramebufferSamples =
+ get_max_samples_for_formats(screen, ARRAY_SIZE(void_formats),
+ void_formats, 32,
+ PIPE_BIND_RENDER_TARGET);
}
if (consts->MaxSamples == 1) {
/* one sample doesn't really make sense */
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;
- }
+ extensions->OES_texture_buffer =
+ extensions->ARB_texture_buffer_object &&
+ extensions->ARB_texture_buffer_range &&
+ extensions->ARB_texture_buffer_object_rgb32 &&
+ extensions->ARB_shader_image_load_store;
/* Unpacking a varying in the fragment shader costs 1 texture indirection.
* If the number of available texture indirections is very limited, then we
consts->MaxViewports = screen->get_param(screen, PIPE_CAP_MAX_VIEWPORTS);
if (consts->MaxViewports >= 16) {
- consts->ViewportBounds.Min = -16384.0;
- consts->ViewportBounds.Max = 16384.0;
+ if (consts->GLSLVersion >= 400) {
+ consts->ViewportBounds.Min = -32768.0;
+ consts->ViewportBounds.Max = 32767.0;
+ } else {
+ consts->ViewportBounds.Min = -16384.0;
+ consts->ViewportBounds.Max = 16383.0;
+ }
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;
+ /* ARB_framebuffer_no_attachments */
+ if (screen->get_param(screen, PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT) &&
+ ((consts->MaxSamples >= 4 && consts->MaxFramebufferLayers >= 2048) ||
+ (consts->MaxFramebufferSamples >= consts->MaxSamples &&
+ consts->MaxFramebufferLayers >= consts->MaxArrayTextureLayers)))
+ extensions->ARB_framebuffer_no_attachments = GL_TRUE;
/* GL_ARB_ES3_compatibility.
*
extensions->ARB_ES3_compatibility = GL_TRUE;
}
+#ifdef HAVE_ST_VDPAU
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;
}
+#endif
+
+ 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;
+ }
+
+ if ((ST_DEBUG & DEBUG_GREMEDY) &&
+ screen->get_param(screen, PIPE_CAP_STRING_MARKER))
+ extensions->GREMEDY_string_marker = GL_TRUE;
+
+ if (screen->get_param(screen, PIPE_CAP_COMPUTE)) {
+ int compute_supported_irs =
+ screen->get_shader_param(screen, PIPE_SHADER_COMPUTE,
+ PIPE_SHADER_CAP_SUPPORTED_IRS);
+ if (compute_supported_irs & (1 << PIPE_SHADER_IR_TGSI)) {
+ uint64_t grid_size[3], block_size[3];
+ uint64_t max_local_size, max_threads_per_block;
+
+ screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ PIPE_COMPUTE_CAP_MAX_GRID_SIZE, grid_size);
+ screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE, block_size);
+ screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK,
+ &max_threads_per_block);
+ screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE,
+ &max_local_size);
+
+ consts->MaxComputeWorkGroupInvocations = max_threads_per_block;
+ consts->MaxComputeSharedMemorySize = max_local_size;
+
+ for (i = 0; i < 3; i++) {
+ consts->MaxComputeWorkGroupCount[i] = grid_size[i];
+ consts->MaxComputeWorkGroupSize[i] = block_size[i];
+ }
+
+ extensions->ARB_compute_shader =
+ extensions->ARB_shader_image_load_store &&
+ extensions->ARB_shader_atomic_counters;
+ }
+ }
+
+ /* If we support ES 3.1, we support the ES3_1_compatibility ext. However
+ * there's no clean way of telling whether we would support ES 3.1 from
+ * here, so copy the condition from compute_version_es2 here. A lot of
+ * these are redunant, but simpler to just have a (near-)exact copy here.
+ */
+ extensions->ARB_ES3_1_compatibility =
+ extensions->ARB_ES3_compatibility &&
+ extensions->ARB_arrays_of_arrays &&
+ extensions->ARB_compute_shader &&
+ extensions->ARB_draw_indirect &&
+ extensions->ARB_explicit_uniform_location &&
+ extensions->ARB_framebuffer_no_attachments &&
+ extensions->ARB_shader_atomic_counters &&
+ extensions->ARB_shader_image_load_store &&
+ extensions->ARB_shader_image_size &&
+ extensions->ARB_shader_storage_buffer_object &&
+ extensions->ARB_shading_language_packing &&
+ extensions->ARB_stencil_texturing &&
+ extensions->ARB_texture_multisample &&
+ extensions->ARB_gpu_shader5 &&
+ extensions->EXT_shader_integer_mix;
+
+ /* And if we have enough for ES 3.1, we can also expose
+ * OES_shader_io_blocks, which is only hidden due to the compiler not being
+ * able to version-restrict things.
+ */
+ extensions->OES_shader_io_blocks = extensions->ARB_ES3_1_compatibility;
}