{
struct pipe_screen *screen = st->pipe->screen;
struct gl_constants *c = &st->ctx->Const;
+ unsigned i;
c->MaxTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
= CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
1, MAX_DRAW_BUFFERS);
- /* Is TGSI_OPCODE_CONT supported? */
- /* XXX separate query for early function return? */
- st->ctx->Shader.EmitContReturn =
- screen->get_param(screen, PIPE_CAP_TGSI_CONT_SUPPORTED);
-
/* Quads always follow GL provoking rules. */
c->QuadsFollowProvokingVertexConvention = GL_FALSE;
+
+ for(i = 0; i < MESA_SHADER_TYPES; ++i) {
+ struct gl_shader_compiler_options *options = &st->ctx->ShaderCompilerOptions[i];
+ struct gl_program_constants *pc;
+ switch(i)
+ {
+ case PIPE_SHADER_FRAGMENT:
+ pc = &c->FragmentProgram;
+ break;
+ case PIPE_SHADER_VERTEX:
+ pc = &c->VertexProgram;
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ pc = &c->GeometryProgram;
+ break;
+ default:
+ assert(0);
+ continue;
+ }
+
+ pc->MaxNativeInstructions = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
+ pc->MaxNativeAluInstructions = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
+ pc->MaxNativeTexInstructions = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
+ pc->MaxNativeTexIndirections = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
+ pc->MaxNativeAttribs = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_INPUTS);
+ pc->MaxNativeTemps = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_TEMPS);
+ pc->MaxNativeAddressRegs = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_ADDRS);
+ pc->MaxNativeParameters = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONSTS);
+
+ options->EmitNoNoise = TRUE;
+
+ /* TODO: make these more fine-grained if anyone needs it */
+ options->EmitNoIfs = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ options->EmitNoFunctions = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ options->EmitNoLoops = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ options->EmitNoMainReturn = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+
+ options->EmitNoCont = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED);
+
+ if(options->EmitNoLoops)
+ options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536);
+ }
+
+ /* PIPE_CAP_MAX_FS_INPUTS specifies the number of COLORn + GENERICn inputs
+ * and is set in MaxNativeAttribs. It's always 2 colors + N generic
+ * attributes. The GLSL compiler never uses COLORn for varyings, so we
+ * subtract the 2 colors to get the maximum number of varyings (generic
+ * attributes) supported by a driver. */
+ c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_INPUTS) - 2;
+ c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
+
+ /* XXX we'll need a better query here someday */
+ if (screen->get_param(screen, PIPE_CAP_GLSL)) {
+ c->GLSLVersion = 120;
+ }
}
void st_init_extensions(struct st_context *st)
{
struct pipe_screen *screen = st->pipe->screen;
- GLcontext *ctx = st->ctx;
+ struct gl_context *ctx = st->ctx;
/*
* Extensions that are supported by all Gallium drivers:
*/
ctx->Extensions.ARB_copy_buffer = GL_TRUE;
+ ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
ctx->Extensions.ARB_fragment_program = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
+ ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
+
ctx->Extensions.MESA_pack_invert = GL_TRUE;
ctx->Extensions.NV_blend_square = GL_TRUE;
ctx->Extensions.OES_draw_texture = GL_TRUE;
#endif
- ctx->Extensions.SGI_color_matrix = GL_TRUE;
ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;
/*
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
}
+ if (screen->get_param(screen, PIPE_CAP_TEXTURE_SWIZZLE) > 0) {
+ ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
+ }
+
if (screen->get_param(screen, PIPE_CAP_GLSL)) {
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
- ctx->Extensions.ARB_shading_language_120 = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_REPEAT) > 0) {
if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_CLAMP) > 0) {
ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
+ ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES)) {
if (screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY)) {
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
}
+ if (screen->get_param(screen, PIPE_CAP_TIMER_QUERY)) {
+ ctx->Extensions.EXT_timer_query = GL_TRUE;
+ }
if (screen->get_param(screen, PIPE_CAP_TEXTURE_SHADOW_MAP)) {
ctx->Extensions.ARB_depth_texture = GL_TRUE;
+ ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
/*ctx->Extensions.ARB_shadow_ambient = GL_TRUE;*/
* a depth/stencil buffer and texture from depth/stencil source.
*/
if (screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_DEPTH_STENCIL, 0) &&
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL, 0) &&
screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW, 0)) {
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
}
else if (screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_DEPTH_STENCIL, 0) &&
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL, 0) &&
screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW, 0)) {
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
}
/* sRGB support */
if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0) ||
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW, 0) ||
screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW, 0)) {
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
}
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8_UNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW, 0)) {
+ ctx->Extensions.ARB_texture_rg = GL_TRUE;
+ }
+
/* s3tc support */
if (screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0) &&
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW, 0) &&
(ctx->Mesa_DXTn ||
screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET, 0))) {
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET, 0))) {
ctx->Extensions.EXT_texture_compression_s3tc = GL_TRUE;
ctx->Extensions.S3_s3tc = GL_TRUE;
}
/* ycbcr support */
if (screen->is_format_supported(screen, PIPE_FORMAT_UYVY,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0) ||
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW, 0) ||
screen->is_format_supported(screen, PIPE_FORMAT_YUYV,
- PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW, 0)) {
ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
}
ctx->Extensions.EXT_draw_buffers2 = GL_TRUE;
}
+ /* GL_ARB_half_float_vertex */
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER, 0)) {
+ ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
+ }
+
#if 0 /* not yet */
if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC)) {
ctx->Extensions.ARB_draw_buffers_blend = GL_TRUE;
}
#endif
+
+ if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
+ ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
+ }
+
+ if (screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) {
+ ctx->Extensions.NV_primitive_restart = GL_TRUE;
+ }
+
+ if (screen->get_param(screen, PIPE_CAP_DEPTH_CLAMP)) {
+ ctx->Extensions.ARB_depth_clamp = GL_TRUE;
+ }
+
+ if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
+ ctx->Extensions.ARB_shader_stencil_export = GL_TRUE;
+ }
}