c->MaxTextureRectSize
= _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE);
+ c->MaxArrayTextureLayers
+ = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
+
c->MaxTextureImageUnits
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS),
MAX_TEXTURE_IMAGE_UNITS);
/* raise MaxParameters if native support is higher */
pc->MaxParameters = MAX2(pc->MaxParameters, pc->MaxNativeParameters);
+ /* 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);
+
options->EmitNoNoise = TRUE;
/* TODO: make these more fine-grained if anyone needs it */
}
/* GL_EXT_texture_array */
- if (screen->get_param(screen, PIPE_CAP_ARRAY_TEXTURES)) {
+ if (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS) > 1) {
ctx->Extensions.EXT_texture_array = GL_TRUE;
ctx->Extensions.MESA_texture_array = GL_TRUE;
}
ctx->Extensions.ARB_ES2_compatibility = GL_TRUE;
}
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_UNORM,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_UNORM,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_SNORM,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_SNORM,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_USCALED,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_USCALED,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_SSCALED,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_SSCALED,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER)) {
+ ctx->Extensions.ARB_vertex_type_2_10_10_10_rev = GL_TRUE;
+ }
+
if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
#if 0 /* XXX re-enable when GLSL compiler again supports geometry shaders */
ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;