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);
pc->MaxNativeAddressRegs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ADDRS);
pc->MaxNativeParameters = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONSTS);
pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
+ /* 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 */
- options->EmitNoIfs = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ 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->EmitNoIndirectUniform = !screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_INDIRECT_CONST_ADDR);
- if(options->EmitNoLoops)
+ if (options->EmitNoLoops)
options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536);
}
/* XXX we'll need a better query here someday */
if (screen->get_param(screen, PIPE_CAP_GLSL)) {
+ c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
+ c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
+
c->GLSLVersion = 120;
+ c->UniformBooleanTrue = ~0;
}
}
+static GLboolean st_get_s3tc_override(void)
+{
+ const char *override = _mesa_getenv("force_s3tc_enable");
+ if (override && !strcmp(override, "true"))
+ return GL_TRUE;
+ return GL_FALSE;
+}
+
+
/**
* Use pipe_screen::get_param() to query PIPE_CAP_ values to determine
* which GL extensions are supported.
{
struct pipe_screen *screen = st->pipe->screen;
struct gl_context *ctx = st->ctx;
+ int i;
/*
* Extensions that are supported by all Gallium drivers:
ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
ctx->Extensions.ARB_multisample = GL_TRUE;
+ ctx->Extensions.ARB_sampler_objects = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
ctx->Extensions.ARB_texture_compression = GL_TRUE;
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
*/
if (screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_DEPTH_STENCIL, 0) &&
+ PIPE_BIND_DEPTH_STENCIL) &&
screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
+ PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
}
else if (screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_DEPTH_STENCIL, 0) &&
+ PIPE_BIND_DEPTH_STENCIL) &&
screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
+ PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
}
+ /* float support - assume nothing exclusively supports 64-bit floats */
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW |
+ PIPE_BIND_RENDER_TARGET) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW |
+ PIPE_BIND_RENDER_TARGET)) {
+ ctx->Extensions.ARB_texture_float = GL_TRUE;
+ }
+
/* sRGB support */
if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) ||
+ PIPE_BIND_SAMPLER_VIEW) ||
screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
+ PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
ctx->Extensions.EXT_texture_sRGB_decode = GL_TRUE;
if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_RENDER_TARGET, 0) ||
+ PIPE_BIND_RENDER_TARGET) ||
screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_RENDER_TARGET, 0)) {
+ PIPE_BIND_RENDER_TARGET)) {
ctx->Extensions.EXT_framebuffer_sRGB = GL_TRUE;
ctx->Const.sRGBCapable = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8_UNORM,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
+ PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.ARB_texture_rg = GL_TRUE;
}
/* s3tc support */
if (screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) &&
- ctx->Mesa_DXTn) {
+ PIPE_BIND_SAMPLER_VIEW) &&
+ (ctx->Mesa_DXTn || st_get_s3tc_override())) {
ctx->Extensions.EXT_texture_compression_s3tc = GL_TRUE;
ctx->Extensions.S3_s3tc = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_RGTC1_UNORM,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) &&
+ PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_RGTC1_SNORM,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) &&
+ PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_RGTC2_UNORM,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) &&
+ PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_RGTC2_SNORM,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)
+ PIPE_BIND_SAMPLER_VIEW)
) {
ctx->Extensions.ARB_texture_compression_rgtc = GL_TRUE;
}
+ if (screen->is_format_supported(screen, PIPE_FORMAT_LATC1_UNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_LATC1_SNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_LATC2_UNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_LATC2_SNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.EXT_texture_compression_latc = GL_TRUE;
+ }
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_LATC2_UNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.ATI_texture_compression_3dc = GL_TRUE;
+ }
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.EXT_texture_snorm = GL_TRUE;
+ }
+
/* ycbcr support */
if (screen->is_format_supported(screen, PIPE_FORMAT_UYVY,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) ||
+ PIPE_BIND_SAMPLER_VIEW) ||
screen->is_format_supported(screen, PIPE_FORMAT_YUYV,
PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
+ PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
}
/* 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;
}
/* GL_ARB_half_float_vertex */
if (screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
PIPE_BUFFER, 0,
- PIPE_BIND_VERTEX_BUFFER, 0)) {
+ PIPE_BIND_VERTEX_BUFFER)) {
ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
}
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FIXED,
+ PIPE_BUFFER, 0,
+ PIPE_BIND_VERTEX_BUFFER)) {
+ 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;
ctx->Extensions.ARB_depth_clamp = GL_TRUE;
}
+ /* This extension does not actually require support of floating point
+ * render targets, just clamping controls.
+ * Advertise this extension if either fragment color clamping is supported
+ * or no render targets having color values outside of the range [0, 1]
+ * are supported, in which case the fragment color clamping has no effect
+ * on rendering.
+ */
+ if (screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL) ||
+ (!screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_SNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET))) {
+ ctx->Extensions.ARB_color_buffer_float = GL_TRUE;
+ }
+
if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
ctx->Extensions.ARB_shader_stencil_export = GL_TRUE;
}
- if (screen->get_param(screen, PIPE_CAP_INSTANCED_DRAWING)) {
+ if (screen->get_param(screen, PIPE_CAP_TGSI_INSTANCEID)) {
ctx->Extensions.ARB_draw_instanced = GL_TRUE;
+ }
+ if (screen->get_param(screen, PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR)) {
ctx->Extensions.ARB_instanced_arrays = GL_TRUE;
}
+
+ if (screen->fence_finish) {
+ ctx->Extensions.ARB_sync = GL_TRUE;
+ }
+
+ if (st->pipe->texture_barrier) {
+ ctx->Extensions.NV_texture_barrier = GL_TRUE;
+ }
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.EXT_texture_shared_exponent = GL_TRUE;
+ }
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET |
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.EXT_packed_float = GL_TRUE;
+ }
+
+ /* Maximum sample count. */
+ for (i = 16; i > 0; --i) {
+ if (screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_UNORM,
+ PIPE_TEXTURE_2D, i,
+ PIPE_BIND_RENDER_TARGET)) {
+ ctx->Const.MaxSamples = i;
+ break;
+ }
+ }
+
+ if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE)) {
+ ctx->Extensions.ARB_seamless_cube_map = GL_TRUE;
+ ctx->Extensions.AMD_seamless_cubemap_per_texture = GL_TRUE;
+ }
+ else if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP)) {
+ ctx->Extensions.ARB_seamless_cube_map = GL_TRUE;
+ }
+
+ if (screen->get_param(screen, PIPE_CAP_SM3)) {
+ ctx->Extensions.ARB_shader_texture_lod = GL_TRUE;
+ }
+
+ if (screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL |
+ PIPE_BIND_SAMPLER_VIEW) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT_S8X24_USCALED,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL |
+ PIPE_BIND_SAMPLER_VIEW)) {
+ ctx->Extensions.ARB_depth_buffer_float = GL_TRUE;
+ }
}