*
**************************************************************************/
+#include "compiler/nir/nir.h"
+
#include "main/imports.h"
#include "main/context.h"
#include "main/macros.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
+#include "tgsi/tgsi_from_mesa.h"
#include "util/u_math.h"
#include "st_context.h"
{
int supported_irs;
unsigned sh;
- boolean can_ubo = TRUE;
+ bool can_ubo = true;
int temp;
- bool ssbo_atomic = true;
- c->MaxTextureLevels
- = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
- MAX_TEXTURE_LEVELS);
+ c->MaxTextureSize = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_SIZE);
+ c->MaxTextureSize = MIN2(c->MaxTextureSize, 1 << (MAX_TEXTURE_LEVELS - 1));
c->Max3DTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS),
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS),
MAX_CUBE_TEXTURE_LEVELS);
- c->MaxTextureRectSize
- = _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE);
+ c->MaxTextureRectSize = _min(c->MaxTextureSize, MAX_TEXTURE_RECT_SIZE);
c->MaxArrayTextureLayers
= screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
c->MaxViewportHeight =
c->MaxRenderbufferSize = c->MaxTextureRectSize;
+ c->SubPixelBits =
+ screen->get_param(screen, PIPE_CAP_RASTERIZER_SUBPIXEL_BITS);
c->ViewportSubpixelBits =
screen->get_param(screen, PIPE_CAP_VIEWPORT_SUBPIXEL_BITS);
c->MaxUniformBlockSize =
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE);
+ /* GL45-CTS.enhanced_layouts.ssb_member_invalid_offset_alignment fails if
+ * this is larger than INT_MAX - 100. Use a nicely aligned limit.
+ */
+ c->MaxUniformBlockSize = MIN2(c->MaxUniformBlockSize, INT_MAX - 127);
+
if (c->MaxUniformBlockSize < 16384) {
- can_ubo = FALSE;
+ can_ubo = false;
}
for (sh = 0; sh < PIPE_SHADER_TYPES; ++sh) {
struct gl_shader_compiler_options *options;
struct gl_program_constants *pc;
+ const nir_shader_compiler_options *nir_options = NULL;
- switch (sh) {
- case PIPE_SHADER_FRAGMENT:
- pc = &c->Program[MESA_SHADER_FRAGMENT];
- options = &c->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
- break;
- case PIPE_SHADER_VERTEX:
- pc = &c->Program[MESA_SHADER_VERTEX];
- options = &c->ShaderCompilerOptions[MESA_SHADER_VERTEX];
- break;
- case PIPE_SHADER_GEOMETRY:
- 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_compiler_options) {
+ nir_options = (const nir_shader_compiler_options *)
+ screen->get_compiler_options(screen, PIPE_SHADER_IR_NIR, sh);
+ }
+
+ const gl_shader_stage stage = tgsi_processor_to_shader_stage(sh);
+ pc = &c->Program[stage];
+ options = &c->ShaderCompilerOptions[stage];
+ c->ShaderCompilerOptions[stage].NirOptions = nir_options;
+ if (sh == PIPE_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)))
+ if (!(supported_irs & ((1 << PIPE_SHADER_IR_TGSI) |
+ (1 << PIPE_SHADER_IR_NIR))))
continue;
- break;
- default:
- assert(0);
}
pc->MaxTextureImageUnits =
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->MaxUniformComponents =
screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / sizeof(float[4]);
+ PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / 4;
+ pc->MaxUniformComponents = MIN2(pc->MaxUniformComponents,
+ MAX_UNIFORMS * 4);
+
+ /* For ARB programs, prog_src_register::Index is a signed 13-bit number.
+ * This gives us a limit of 4096 values - but we may need to generate
+ * internal values in addition to what the source program uses. So, we
+ * drop the limit one step lower, to 2048, to be safe.
+ */
+ pc->MaxParameters =
+ pc->MaxNativeParameters = MIN2(pc->MaxUniformComponents / 4, 2048);
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);
pc->MaxUniformBlocks =
screen->get_shader_param(screen, sh,
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);
+ pc->MaxCombinedUniformComponents =
+ pc->MaxUniformComponents +
+ (uint64_t)c->MaxUniformBlockSize / 4 * pc->MaxUniformBlocks;
+
+ pc->MaxShaderStorageBlocks =
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_SHADER_BUFFERS);
temp = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS);
if (temp) {
* for separate atomic counters get the actual hw limits
* per stage on atomic counters and buffers
*/
- ssbo_atomic = false;
pc->MaxAtomicCounters = temp;
pc->MaxAtomicBuffers = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS);
- pc->MaxShaderStorageBlocks = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS);
- } else {
+ } else if (pc->MaxShaderStorageBlocks) {
pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
- pc->MaxAtomicBuffers = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS) / 2;
- pc->MaxShaderStorageBlocks = pc->MaxAtomicBuffers;
+ /*
+ * without separate atomic counters, reserve half of the available
+ * SSBOs for atomic buffers, and the other half for normal SSBOs.
+ */
+ pc->MaxAtomicBuffers = pc->MaxShaderStorageBlocks / 2;
+ pc->MaxShaderStorageBlocks -= pc->MaxAtomicBuffers;
}
pc->MaxImageUniforms = screen->get_shader_param(
screen, sh, PIPE_SHADER_CAP_MAX_SHADER_IMAGES);
if (pc->MaxNativeInstructions &&
(options->EmitNoIndirectUniform || pc->MaxUniformBlocks < 12)) {
- can_ubo = FALSE;
+ can_ubo = false;
}
if (options->EmitNoLoops)
screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT);
- options->LowerCombinedClipCullDistance = true;
- options->LowerBufferInterfaceBlocks = true;
+ if (!screen->get_param(screen, PIPE_CAP_NIR_COMPACT_ARRAYS))
+ options->LowerCombinedClipCullDistance = true;
+
+ bool prefer_nir = PIPE_SHADER_IR_NIR ==
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_PREFERRED_IR);
+
+ /* NIR can do the lowering on our behalf and we'll get better results
+ * because it can actually optimize SSBO access.
+ */
+ options->LowerBufferInterfaceBlocks = !prefer_nir;
}
+ c->MaxUserAssignableUniformLocations =
+ c->Program[MESA_SHADER_VERTEX].MaxUniformComponents +
+ c->Program[MESA_SHADER_TESS_CTRL].MaxUniformComponents +
+ c->Program[MESA_SHADER_TESS_EVAL].MaxUniformComponents +
+ c->Program[MESA_SHADER_GEOMETRY].MaxUniformComponents +
+ c->Program[MESA_SHADER_FRAGMENT].MaxUniformComponents;
+
c->GLSLOptimizeConservatively =
screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
- c->LowerTessLevel = true;
- c->LowerCsDerivedVariables = true;
+ c->GLSLTessLevelsAsInputs =
+ screen->get_param(screen, PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS);
+ c->LowerTessLevel =
+ !screen->get_param(screen, PIPE_CAP_NIR_COMPACT_ARRAYS);
+ c->LowerCsDerivedVariables =
+ !screen->get_param(screen, PIPE_CAP_CS_DERIVED_SYSTEM_VALUES_SUPPORTED);
c->PrimitiveRestartForPatches =
screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES);
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 = screen->get_param(screen, PIPE_CAP_MAX_VARYINGS);
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->MaxGeometryShaderInvocations =
+ screen->get_param(screen, PIPE_CAP_MAX_GS_INVOCATIONS);
c->MaxTessPatchComponents =
MIN2(screen->get_param(screen, PIPE_CAP_MAX_SHADER_PATCH_VARYINGS),
MAX_VARYING) * 4;
c->MaxVertexAttribStride
= screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE);
+ /* The value cannot be larger than that since pipe_vertex_buffer::src_offset
+ * is only 16 bits.
+ */
+ temp = screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ELEMENT_SRC_OFFSET);
+ c->MaxVertexAttribRelativeOffset = MIN2(0xffff, temp);
+
c->StripTextureBorder = GL_TRUE;
c->GLSLSkipStrictMaxUniformLimitCheck =
c->GLSLFragCoordIsSysVal =
screen->get_param(screen, PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL);
+ c->GLSLPointCoordIsSysVal =
+ screen->get_param(screen, PIPE_CAP_TGSI_FS_POINT_IS_SYSVAL);
c->GLSLFrontFacingIsSysVal =
screen->get_param(screen, PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL);
+ /* GL_ARB_get_program_binary */
+ if (screen->get_disk_shader_cache && screen->get_disk_shader_cache(screen))
+ c->NumProgramBinaryFormats = 1;
+
c->MaxAtomicBufferBindings =
- c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
-
- if (!ssbo_atomic) {
- /* for separate atomic buffers - there atomic buffer size will be
- limited */
- c->MaxAtomicBufferSize = c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters * ATOMIC_COUNTER_SIZE;
- /* on all HW with separate atomic (evergreen) the following
- lines are true. not sure it's worth adding CAPs for this at this
- stage. */
- c->MaxCombinedAtomicCounters = c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters;
- c->MaxCombinedAtomicBuffers = c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
- } else {
+ c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
+ c->MaxAtomicBufferSize =
+ c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters * ATOMIC_COUNTER_SIZE;
+
+ c->MaxCombinedAtomicBuffers =
+ MIN2(screen->get_param(screen,
+ PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTER_BUFFERS),
+ MAX_COMBINED_ATOMIC_BUFFERS);
+ if (!c->MaxCombinedAtomicBuffers) {
c->MaxCombinedAtomicBuffers =
c->Program[MESA_SHADER_VERTEX].MaxAtomicBuffers +
c->Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers +
assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS);
}
+ c->MaxCombinedAtomicCounters =
+ screen->get_param(screen, PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTERS);
+ if (!c->MaxCombinedAtomicCounters)
+ c->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
+
if (c->MaxCombinedAtomicBuffers > 0) {
extensions->ARB_shader_atomic_counters = GL_TRUE;
extensions->ARB_shader_atomic_counter_ops = GL_TRUE;
c->ShaderStorageBufferOffsetAlignment =
screen->get_param(screen, PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT);
if (c->ShaderStorageBufferOffsetAlignment) {
- /* for hw atomic counters leaves these at default for now */
- if (ssbo_atomic)
- c->MaxCombinedShaderStorageBlocks = c->MaxShaderStorageBufferBindings =
- c->MaxCombinedAtomicBuffers;
+ c->MaxCombinedShaderStorageBlocks =
+ MIN2(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_BUFFERS),
+ MAX_COMBINED_SHADER_STORAGE_BUFFERS);
+ if (!c->MaxCombinedShaderStorageBlocks) {
+ c->MaxCombinedShaderStorageBlocks =
+ c->Program[MESA_SHADER_VERTEX].MaxShaderStorageBlocks +
+ c->Program[MESA_SHADER_TESS_CTRL].MaxShaderStorageBlocks +
+ c->Program[MESA_SHADER_TESS_EVAL].MaxShaderStorageBlocks +
+ c->Program[MESA_SHADER_GEOMETRY].MaxShaderStorageBlocks +
+ c->Program[MESA_SHADER_FRAGMENT].MaxShaderStorageBlocks;
+ assert(c->MaxCombinedShaderStorageBlocks < MAX_COMBINED_SHADER_STORAGE_BUFFERS);
+ }
+ c->MaxShaderStorageBufferBindings = c->MaxCombinedShaderStorageBlocks;
+
c->MaxCombinedShaderOutputResources +=
c->MaxCombinedShaderStorageBlocks;
- c->MaxShaderStorageBlockSize = 1 << 27;
+ c->MaxShaderStorageBlockSize =
+ screen->get_param(screen, PIPE_CAP_MAX_SHADER_BUFFER_SIZE);
extensions->ARB_shader_storage_buffer_object = GL_TRUE;
}
c->UseSTD430AsDefaultPacking =
screen->get_param(screen, PIPE_CAP_LOAD_CONSTBUF);
+ c->MaxSubpixelPrecisionBiasBits =
+ screen->get_param(screen, PIPE_CAP_MAX_CONSERVATIVE_RASTER_SUBPIXEL_PRECISION_BIAS);
+
+ c->ConservativeRasterDilateRange[0] =
+ screen->get_paramf(screen, PIPE_CAPF_MIN_CONSERVATIVE_RASTER_DILATE);
+ c->ConservativeRasterDilateRange[1] =
+ screen->get_paramf(screen, PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE);
+ c->ConservativeRasterDilateGranularity =
+ screen->get_paramf(screen, PIPE_CAPF_CONSERVATIVE_RASTER_DILATE_GRANULARITY);
+
/* limit the max combined shader output resources to a driver limit */
temp = screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES);
if (temp > 0 && c->MaxCombinedShaderOutputResources > temp)
/* Examine each format in the list. */
for (j = 0; j < num_formats && mapping[i].format[j]; j++) {
if (screen->is_format_supported(screen, mapping[i].format[j],
- target, 0, bind_flags)) {
+ target, 0, 0, bind_flags)) {
num_supported++;
}
}
for (i = max_samples; i > 0; --i) {
for (f = 0; f < num_formats; f++) {
if (screen->is_format_supported(screen, formats[f],
- PIPE_TEXTURE_2D, i, bind)) {
+ PIPE_TEXTURE_2D, i, i, bind)) {
return i;
}
}
return 0;
}
+static unsigned
+get_max_samples_for_formats_advanced(struct pipe_screen *screen,
+ unsigned num_formats,
+ const enum pipe_format *formats,
+ unsigned max_samples,
+ unsigned num_storage_samples,
+ unsigned bind)
+{
+ unsigned i, f;
+
+ for (i = max_samples; i > 0; --i) {
+ for (f = 0; f < num_formats; f++) {
+ if (screen->is_format_supported(screen, formats[f], PIPE_TEXTURE_2D,
+ i, num_storage_samples, bind)) {
+ return i;
+ }
+ }
+ }
+ return 0;
+}
/**
* Use pipe_screen::get_param() to query PIPE_CAP_ values to determine
{ 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_gpu_shader_int64), PIPE_CAP_INT64 },
{ o(ARB_indirect_parameters), PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS },
{ 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_pipeline_statistics_query), PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE },
{ o(ARB_point_sprite), PIPE_CAP_POINT_SPRITE },
{ o(ARB_polygon_offset_clamp), PIPE_CAP_POLYGON_OFFSET_CLAMP },
{ o(ARB_post_depth_coverage), PIPE_CAP_POST_DEPTH_COVERAGE },
{ 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_sample_locations), PIPE_CAP_PROGRAMMABLE_SAMPLE_LOCATIONS },
{ o(ARB_seamless_cube_map), PIPE_CAP_SEAMLESS_CUBE_MAP },
{ o(ARB_shader_ballot), PIPE_CAP_TGSI_BALLOT },
{ o(ARB_shader_clock), PIPE_CAP_TGSI_CLOCK },
{ o(ARB_shader_draw_parameters), PIPE_CAP_DRAW_PARAMETERS },
{ o(ARB_shader_group_vote), PIPE_CAP_TGSI_VOTE },
+ { o(EXT_shader_image_load_formatted), PIPE_CAP_IMAGE_LOAD_FORMATTED },
+ { o(EXT_shader_image_load_store), PIPE_CAP_TGSI_ATOMINC_WRAP },
{ 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_shader_texture_lod), PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD },
{ o(ARB_sparse_buffer), PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE },
{ 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_mirror_clamp_to_edge), PIPE_CAP_TEXTURE_MIRROR_CLAMP_TO_EDGE },
{ 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_transform_feedback2), PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME },
{ o(ARB_transform_feedback3), PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS },
{ o(ARB_transform_feedback_overflow_query), PIPE_CAP_QUERY_SO_OVERFLOW },
-
- { o(KHR_blend_equation_advanced), PIPE_CAP_TGSI_FS_FBFETCH },
+ { o(ARB_fragment_shader_interlock), PIPE_CAP_FRAGMENT_SHADER_INTERLOCK },
{ o(EXT_blend_equation_separate), PIPE_CAP_BLEND_EQUATION_SEPARATE },
{ o(EXT_depth_bounds_test), PIPE_CAP_DEPTH_BOUNDS_TEST },
+ { o(EXT_disjoint_timer_query), PIPE_CAP_QUERY_TIMESTAMP },
{ o(EXT_draw_buffers2), PIPE_CAP_INDEP_BLEND_ENABLE },
{ o(EXT_memory_object), PIPE_CAP_MEMOBJ },
{ o(EXT_memory_object_fd), PIPE_CAP_MEMOBJ },
- { o(EXT_stencil_two_side), PIPE_CAP_TWO_SIDED_STENCIL },
+ { o(EXT_multisampled_render_to_texture), PIPE_CAP_SURFACE_SAMPLE_COUNT },
+ { o(EXT_semaphore), PIPE_CAP_FENCE_SIGNAL },
+ { o(EXT_semaphore_fd), PIPE_CAP_FENCE_SIGNAL },
+ { o(EXT_shader_samples_identical), PIPE_CAP_SHADER_SAMPLES_IDENTICAL },
{ 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_shadow_lod), PIPE_CAP_TEXTURE_SHADOW_LOD },
{ 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_depth_clamp_separate), PIPE_CAP_DEPTH_CLIP_DISABLE_SEPARATE },
+ { o(AMD_framebuffer_multisample_advanced), PIPE_CAP_FRAMEBUFFER_MSAA_CONSTRAINTS },
{ 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(INTEL_conservative_rasterization), PIPE_CAP_CONSERVATIVE_RASTER_INNER_COVERAGE },
+ { o(INTEL_shader_atomic_float_minmax), PIPE_CAP_ATOMIC_FLOAT_MINMAX },
{ o(MESA_tile_raster_order), PIPE_CAP_TILE_RASTER_ORDER },
+ { o(NV_compute_shader_derivatives), PIPE_CAP_COMPUTE_SHADER_DERIVATIVES },
{ o(NV_conditional_render), PIPE_CAP_CONDITIONAL_RENDER },
{ o(NV_fill_rectangle), PIPE_CAP_POLYGON_MODE_FILL_RECTANGLE },
{ o(NV_primitive_restart), PIPE_CAP_PRIMITIVE_RESTART },
+ { o(NV_shader_atomic_float), PIPE_CAP_TGSI_ATOMFADD },
{ 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(OES_standard_derivatives), PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES },
{ o(OES_texture_float_linear), PIPE_CAP_TEXTURE_FLOAT_LINEAR },
{ o(OES_texture_half_float_linear), PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR },
+ { o(OES_texture_view), PIPE_CAP_SAMPLER_VIEW_TARGET },
};
/* Required: render target and sampler support */
static const struct st_extension_format_mapping rendertarget_mapping[] = {
- { { o(ARB_texture_float) },
- { PIPE_FORMAT_R32G32B32A32_FLOAT,
- PIPE_FORMAT_R16G16B16A16_FLOAT } },
-
{ { o(OES_texture_float) },
{ PIPE_FORMAT_R32G32B32A32_FLOAT } },
PIPE_FORMAT_B10G10R10A2_UINT },
GL_TRUE }, /* at least one format must be supported */
- { { o(EXT_framebuffer_sRGB) },
+ { { o(EXT_sRGB) },
{ PIPE_FORMAT_A8B8G8R8_SRGB,
- PIPE_FORMAT_B8G8R8A8_SRGB },
+ PIPE_FORMAT_B8G8R8A8_SRGB,
+ PIPE_FORMAT_R8G8B8A8_SRGB },
GL_TRUE }, /* at least one format must be supported */
{ { o(EXT_packed_float) },
{ { o(ARB_texture_rg) },
{ PIPE_FORMAT_R8_UNORM,
PIPE_FORMAT_R8G8_UNORM } },
+
+ { { o(EXT_render_snorm) },
+ { PIPE_FORMAT_R8_SNORM,
+ PIPE_FORMAT_R8G8_SNORM,
+ PIPE_FORMAT_R8G8B8A8_SNORM,
+ PIPE_FORMAT_R16_SNORM,
+ PIPE_FORMAT_R16G16_SNORM,
+ PIPE_FORMAT_R16G16B16A16_SNORM } },
+ };
+
+ /* Required: render target, sampler, and blending */
+ static const struct st_extension_format_mapping rt_blendable[] = {
+ { { o(EXT_float_blend) },
+ { PIPE_FORMAT_R32G32B32A32_FLOAT } },
};
/* Required: depth stencil and sampler support */
PIPE_FORMAT_DXT3_RGBA,
PIPE_FORMAT_DXT5_RGBA } },
+ { { o(EXT_texture_compression_s3tc_srgb) },
+ { PIPE_FORMAT_DXT1_SRGB,
+ PIPE_FORMAT_DXT1_SRGBA,
+ PIPE_FORMAT_DXT3_SRGBA,
+ PIPE_FORMAT_DXT5_SRGBA } },
+
{ { 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(KHR_texture_compression_astc_ldr) },
+ { { o(KHR_texture_compression_astc_ldr),
+ o(KHR_texture_compression_astc_sliced_3d) },
{ PIPE_FORMAT_ASTC_4x4,
PIPE_FORMAT_ASTC_5x4,
PIPE_FORMAT_ASTC_5x5,
PIPE_FORMAT_ASTC_12x10_SRGB,
PIPE_FORMAT_ASTC_12x12_SRGB } },
+ /* ASTC software fallback support. */
+ { { o(KHR_texture_compression_astc_ldr),
+ o(KHR_texture_compression_astc_sliced_3d) },
+ { PIPE_FORMAT_R8G8B8A8_UNORM,
+ PIPE_FORMAT_R8G8B8A8_SRGB } },
+
{ { o(EXT_texture_shared_exponent) },
{ PIPE_FORMAT_R9G9B9E5_FLOAT } },
{ { o(EXT_texture_sRGB),
o(EXT_texture_sRGB_decode) },
{ PIPE_FORMAT_A8B8G8R8_SRGB,
- PIPE_FORMAT_B8G8R8A8_SRGB },
+ PIPE_FORMAT_B8G8R8A8_SRGB,
+ PIPE_FORMAT_A8R8G8B8_SRGB,
+ PIPE_FORMAT_R8G8B8A8_SRGB},
GL_TRUE }, /* at least one format must be supported */
+ { { o(EXT_texture_sRGB_R8) },
+ { PIPE_FORMAT_R8_SRGB },
+ GL_TRUE },
+
{ { o(EXT_texture_type_2_10_10_10_REV) },
{ PIPE_FORMAT_R10G10B10A2_UNORM,
PIPE_FORMAT_B10G10R10A2_UNORM },
{ PIPE_FORMAT_X24S8_UINT,
PIPE_FORMAT_S8X24_UINT },
GL_TRUE }, /* at least one format must be supported */
+
+ { { o(AMD_compressed_ATC_texture) },
+ { PIPE_FORMAT_ATC_RGB,
+ PIPE_FORMAT_ATC_RGBA_EXPLICIT,
+ PIPE_FORMAT_ATC_RGBA_INTERPOLATED } },
};
/* Required: vertex fetch support. */
* Extensions that are supported by all Gallium drivers:
*/
extensions->ARB_ES2_compatibility = GL_TRUE;
+ extensions->ARB_depth_texture = GL_TRUE;
extensions->ARB_draw_elements_base_vertex = GL_TRUE;
extensions->ARB_explicit_attrib_location = GL_TRUE;
extensions->ARB_explicit_uniform_location = GL_TRUE;
extensions->ARB_fragment_coord_conventions = GL_TRUE;
extensions->ARB_fragment_program = GL_TRUE;
+ extensions->ARB_fragment_program_shadow = GL_TRUE;
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_shadow = GL_TRUE;
+ extensions->ARB_sync = GL_TRUE;
+ extensions->ARB_texture_border_clamp = GL_TRUE;
extensions->ARB_texture_cube_map = GL_TRUE;
extensions->ARB_texture_env_combine = GL_TRUE;
extensions->ARB_texture_env_crossbar = GL_TRUE;
extensions->EXT_pixel_buffer_object = GL_TRUE;
extensions->EXT_point_parameters = GL_TRUE;
extensions->EXT_provoking_vertex = GL_TRUE;
-
+ extensions->EXT_stencil_two_side = GL_TRUE;
extensions->EXT_texture_env_dot3 = GL_TRUE;
extensions->ATI_fragment_shader = GL_TRUE;
init_format_extensions(screen, extensions, rendertarget_mapping,
ARRAY_SIZE(rendertarget_mapping), PIPE_TEXTURE_2D,
PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW);
+ init_format_extensions(screen, extensions, rt_blendable,
+ ARRAY_SIZE(rt_blendable), PIPE_TEXTURE_2D,
+ PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW |
+ PIPE_BIND_BLENDABLE);
init_format_extensions(screen, extensions, depthstencil_mapping,
ARRAY_SIZE(depthstencil_mapping), PIPE_TEXTURE_2D,
PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_SAMPLER_VIEW);
/* Figure out GLSL support and set GLSLVersion to it. */
consts->GLSLVersion = screen->get_param(screen, PIPE_CAP_GLSL_FEATURE_LEVEL);
+ consts->GLSLVersionCompat =
+ screen->get_param(screen, PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY);
+
+ const unsigned ESSLVersion =
+ screen->get_param(screen, PIPE_CAP_ESSL_FEATURE_LEVEL);
+ const unsigned GLSLVersion =
+ api == API_OPENGL_COMPAT ? consts->GLSLVersionCompat :
+ consts->GLSLVersion;
_mesa_override_glsl_version(consts);
if (options->force_glsl_version > 0 &&
- options->force_glsl_version <= consts->GLSLVersion) {
+ options->force_glsl_version <= GLSLVersion) {
consts->ForceGLSLVersion = options->force_glsl_version;
}
consts->AllowGLSLCrossStageInterpolationMismatch = options->allow_glsl_cross_stage_interpolation_mismatch;
- if (consts->GLSLVersion >= 400)
+ /* Technically we are turning on the EXT_gpu_shader5 extension,
+ * ARB_gpu_shader5 does not exist in GLES, but this flag is what
+ * switches on EXT_gpu_shader5:
+ */
+ if (api == API_OPENGLES2 && ESSLVersion >= 320)
+ extensions->ARB_gpu_shader5 = GL_TRUE;
+
+ if (GLSLVersion >= 400)
extensions->ARB_gpu_shader5 = GL_TRUE;
- if (consts->GLSLVersion >= 410)
+ if (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. */
- if (consts->GLSLVersion >= 150 &&
+ if (GLSLVersion >= 150 &&
screen->get_param(screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT)) {
extensions->AMD_vertex_shader_layer = GL_TRUE;
}
- if (consts->GLSLVersion >= 140) {
- if (screen->get_param(screen, PIPE_CAP_TGSI_ARRAY_COMPONENTS) &&
- screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
- PIPE_SHADER_CAP_PREFERRED_IR) == PIPE_SHADER_IR_TGSI)
+ if (GLSLVersion >= 140) {
+ /* Since GLSL 1.40 has support for all of the features of gpu_shader4,
+ * we can always expose it if the driver can do 140. Supporting
+ * gpu_shader4 on drivers without GLSL 1.40 is left for a future
+ * pipe cap.
+ */
+ extensions->EXT_gpu_shader4 = GL_TRUE;
+ extensions->EXT_texture_buffer_object = GL_TRUE;
+
+ if (screen->get_param(screen, PIPE_CAP_TGSI_ARRAY_COMPONENTS))
extensions->ARB_enhanced_layouts = GL_TRUE;
}
- if (consts->GLSLVersion >= 130) {
+ if (GLSLVersion >= 130) {
consts->NativeIntegers = GL_TRUE;
consts->MaxClipPlanes = 8;
extensions->ARB_shading_language_420pack = GL_TRUE;
extensions->ARB_texture_query_levels = GL_TRUE;
- if (!options->disable_shader_bit_encoding) {
- extensions->ARB_shader_bit_encoding = GL_TRUE;
- }
+ extensions->ARB_shader_bit_encoding = GL_TRUE;
extensions->EXT_shader_integer_mix = GL_TRUE;
extensions->ARB_arrays_of_arrays = GL_TRUE;
consts->GLSLZeroInit = options->glsl_zero_init;
+ consts->VendorOverride = options->force_gl_vendor;
+
consts->UniformBooleanTrue = consts->NativeIntegers ? ~0U : fui(1.0f);
/* Below are the cases which cannot be moved into tables easily. */
+ /* The compatibility profile also requires GLSLVersionCompat >= 400. */
if (screen->get_shader_param(screen, PIPE_SHADER_TESS_CTRL,
- PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
+ PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0 &&
+ (api != API_OPENGL_COMPAT || consts->GLSLVersionCompat >= 400)) {
extensions->ARB_tessellation_shader = GL_TRUE;
}
* invocations of a geometry shader. There is no separate cap for that, so
* we check the GLSLVersion.
*/
- if (consts->GLSLVersion >= 400 &&
+ if (GLSLVersion >= 400 &&
screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
extensions->OES_geometry_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.
*/
get_max_samples_for_formats(screen, ARRAY_SIZE(void_formats),
void_formats, 32,
PIPE_BIND_RENDER_TARGET);
+
+ if (extensions->AMD_framebuffer_multisample_advanced) {
+ /* AMD_framebuffer_multisample_advanced */
+ /* This can be greater than storage samples. */
+ consts->MaxColorFramebufferSamples =
+ get_max_samples_for_formats_advanced(screen,
+ ARRAY_SIZE(color_formats),
+ color_formats, 16,
+ consts->MaxSamples,
+ PIPE_BIND_RENDER_TARGET);
+
+ /* If the driver supports N color samples, it means it supports
+ * N samples and N storage samples. N samples >= N storage
+ * samples.
+ */
+ consts->MaxColorFramebufferStorageSamples = consts->MaxSamples;
+ consts->MaxDepthStencilFramebufferSamples =
+ consts->MaxDepthTextureSamples;
+
+ assert(consts->MaxColorFramebufferSamples >=
+ consts->MaxDepthStencilFramebufferSamples);
+ assert(consts->MaxDepthStencilFramebufferSamples >=
+ consts->MaxColorFramebufferStorageSamples);
+
+ consts->NumSupportedMultisampleModes = 0;
+
+ unsigned depth_samples_supported = 0;
+
+ for (unsigned samples = 2;
+ samples <= consts->MaxDepthStencilFramebufferSamples;
+ samples++) {
+ if (screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT,
+ PIPE_TEXTURE_2D, samples, samples,
+ PIPE_BIND_DEPTH_STENCIL))
+ depth_samples_supported |= 1 << samples;
+ }
+
+ for (unsigned samples = 2;
+ samples <= consts->MaxColorFramebufferSamples;
+ samples++) {
+ for (unsigned depth_samples = 2;
+ depth_samples <= samples; depth_samples++) {
+ if (!(depth_samples_supported & (1 << depth_samples)))
+ continue;
+
+ for (unsigned storage_samples = 2;
+ storage_samples <= depth_samples; storage_samples++) {
+ if (screen->is_format_supported(screen,
+ PIPE_FORMAT_R8G8B8A8_UNORM,
+ PIPE_TEXTURE_2D,
+ samples,
+ storage_samples,
+ PIPE_BIND_RENDER_TARGET)) {
+ unsigned i = consts->NumSupportedMultisampleModes;
+
+ assert(i < ARRAY_SIZE(consts->SupportedMultisampleModes));
+ consts->SupportedMultisampleModes[i].NumColorSamples =
+ samples;
+ consts->SupportedMultisampleModes[i].NumColorStorageSamples =
+ storage_samples;
+ consts->SupportedMultisampleModes[i].NumDepthStencilSamples =
+ depth_samples;
+ consts->NumSupportedMultisampleModes++;
+ }
+ }
+ }
+ }
+ }
}
if (consts->MaxSamples >= 2) {
if (options->allow_glsl_extension_directive_midshader)
consts->AllowGLSLExtensionDirectiveMidShader = GL_TRUE;
+ if (options->allow_glsl_builtin_const_expression)
+ consts->AllowGLSLBuiltinConstantExpression = GL_TRUE;
+
+ if (options->allow_glsl_relaxed_es)
+ consts->AllowGLSLRelaxedES = GL_TRUE;
+
+ if (options->allow_glsl_layout_qualifier_on_function_parameters)
+ consts->AllowLayoutQualifiersOnFunctionParameters = GL_TRUE;
+
consts->MinMapBufferAlignment =
screen->get_param(screen, PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT);
extensions->ARB_texture_buffer_object_rgb32 &&
extensions->ARB_shader_image_load_store;
+ extensions->EXT_framebuffer_sRGB =
+ screen->get_param(screen, PIPE_CAP_DEST_SURFACE_SRGB_CONTROL) &&
+ extensions->EXT_sRGB;
+
/* 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;
}
+ unsigned max_fb_fetch_rts = screen->get_param(screen, PIPE_CAP_FBFETCH);
+ bool coherent_fb_fetch =
+ screen->get_param(screen, PIPE_CAP_FBFETCH_COHERENT);
+
+ if (max_fb_fetch_rts > 0) {
+ extensions->KHR_blend_equation_advanced = true;
+ extensions->KHR_blend_equation_advanced_coherent = coherent_fb_fetch;
+
+ if (max_fb_fetch_rts >=
+ screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS)) {
+ extensions->EXT_shader_framebuffer_fetch_non_coherent = true;
+ extensions->EXT_shader_framebuffer_fetch = coherent_fb_fetch;
+ }
+ }
+
consts->MaxViewports = screen->get_param(screen, PIPE_CAP_MAX_VIEWPORTS);
if (consts->MaxViewports >= 16) {
- if (consts->GLSLVersion >= 400) {
+ if (GLSLVersion >= 400) {
consts->ViewportBounds.Min = -32768.0;
consts->ViewportBounds.Max = 32767.0;
} else {
extensions->ARB_framebuffer_no_attachments = GL_TRUE;
/* GL_ARB_ES3_compatibility.
- *
- * Assume that ES3 is supported if GLSL 3.30 is supported.
- * (OpenGL 3.3 is a requirement for that extension.)
+ * Check requirements for GLSL ES 3.00.
*/
- if (consts->GLSLVersion >= 330 &&
+ if (GLSLVersion >= 130 &&
+ extensions->ARB_uniform_buffer_object &&
+ extensions->ARB_shader_bit_encoding &&
+ extensions->NV_primitive_restart &&
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS) >= 16 &&
/* Requirements for ETC2 emulation. */
screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_UNORM,
- PIPE_TEXTURE_2D, 0,
+ PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
- screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
- PIPE_TEXTURE_2D, 0,
+ screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SRGB,
+ PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16_UNORM,
- PIPE_TEXTURE_2D, 0,
+ PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16G16_UNORM,
- PIPE_TEXTURE_2D, 0,
+ PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16_SNORM,
- PIPE_TEXTURE_2D, 0,
+ PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16G16_SNORM,
- PIPE_TEXTURE_2D, 0,
+ PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW)) {
extensions->ARB_ES3_compatibility = GL_TRUE;
}
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)) {
+ if (compute_supported_irs & ((1 << PIPE_SHADER_IR_TGSI) |
+ (1 << PIPE_SHADER_IR_NIR))) {
+ enum pipe_shader_ir ir =
+ (compute_supported_irs & PIPE_SHADER_IR_NIR) ?
+ PIPE_SHADER_IR_NIR : 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,
+ screen->get_compute_param(screen, ir,
PIPE_COMPUTE_CAP_MAX_GRID_SIZE, grid_size);
- screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ screen->get_compute_param(screen, ir,
PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE, block_size);
- screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ screen->get_compute_param(screen, ir,
PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK,
&max_threads_per_block);
- screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ screen->get_compute_param(screen, ir,
PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE,
&max_local_size);
if (extensions->ARB_compute_shader) {
uint64_t max_variable_threads_per_block = 0;
- screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ screen->get_compute_param(screen, ir,
PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK,
&max_variable_threads_per_block);
}
}
+ extensions->ARB_texture_float =
+ extensions->OES_texture_half_float &&
+ extensions->OES_texture_float;
+
if (extensions->EXT_texture_filter_anisotropic &&
screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_ANISOTROPY) >= 16.0)
extensions->ARB_texture_filter_anisotropic = GL_TRUE;
extensions->EXT_shader_integer_mix;
extensions->OES_texture_cube_map_array =
- extensions->ARB_ES3_1_compatibility &&
+ (extensions->ARB_ES3_1_compatibility || ESSLVersion >= 310) &&
extensions->OES_geometry_shader &&
extensions->ARB_texture_cube_map_array;
extensions->OES_viewport_array =
- extensions->ARB_ES3_1_compatibility &&
+ (extensions->ARB_ES3_1_compatibility || ESSLVersion >= 310) &&
extensions->OES_geometry_shader &&
extensions->ARB_viewport_array;
- extensions->OES_primitive_bounding_box = extensions->ARB_ES3_1_compatibility;
+ extensions->OES_primitive_bounding_box =
+ extensions->ARB_ES3_1_compatibility || ESSLVersion >= 310;
+
consts->NoPrimitiveBoundingBoxOutput = true;
extensions->ANDROID_extension_pack_es31a =
extensions->ARB_texture_cube_map_array &&
extensions->ARB_texture_stencil8 &&
extensions->ARB_texture_multisample;
+
+ if (screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_POST_SNAP_TRIANGLES) &&
+ screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_POST_SNAP_POINTS_LINES) &&
+ screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_POST_DEPTH_COVERAGE)) {
+ float max_dilate;
+ bool pre_snap_triangles, pre_snap_points_lines;
+
+ max_dilate = screen->get_paramf(screen, PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE);
+
+ pre_snap_triangles =
+ screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_PRE_SNAP_TRIANGLES);
+ pre_snap_points_lines =
+ screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_PRE_SNAP_POINTS_LINES);
+
+ extensions->NV_conservative_raster =
+ screen->get_param(screen, PIPE_CAP_MAX_CONSERVATIVE_RASTER_SUBPIXEL_PRECISION_BIAS) > 1;
+
+ if (extensions->NV_conservative_raster) {
+ extensions->NV_conservative_raster_dilate = max_dilate >= 0.75;
+ extensions->NV_conservative_raster_pre_snap_triangles = pre_snap_triangles;
+ extensions->NV_conservative_raster_pre_snap =
+ pre_snap_triangles && pre_snap_points_lines;
+ }
+ }
}