/* Quads always follow GL provoking rules. */
c->QuadsFollowProvokingVertexConvention = GL_FALSE;
- if (screen->get_param(screen, PIPE_CAP_GLSL)) {
- /*
- * In the lack of more fine grained capabilities, if the pipe driver supports
- * GLSL then assume native limits match Mesa software limits.
- */
-
- pc = &c->FragmentProgram;
- pc->MaxNativeInstructions = pc->MaxInstructions;
- pc->MaxNativeAluInstructions = pc->MaxAluInstructions;
- pc->MaxNativeTexInstructions = pc->MaxTexInstructions;
- pc->MaxNativeTexIndirections = pc->MaxTexIndirections;
- pc->MaxNativeAttribs = pc->MaxAttribs;
- pc->MaxNativeTemps = pc->MaxTemps;
- pc->MaxNativeAddressRegs = pc->MaxAddressRegs;
- pc->MaxNativeParameters = pc->MaxParameters;
-
- pc = &c->VertexProgram;
- pc->MaxNativeInstructions = pc->MaxInstructions;
- pc->MaxNativeAluInstructions = pc->MaxAluInstructions;
- pc->MaxNativeTexInstructions = pc->MaxTexInstructions;
- pc->MaxNativeTexIndirections = pc->MaxTexIndirections;
- pc->MaxNativeAttribs = pc->MaxAttribs;
- pc->MaxNativeTemps = pc->MaxTemps;
- pc->MaxNativeAddressRegs = pc->MaxAddressRegs;
- pc->MaxNativeParameters = pc->MaxParameters;
- } else if (screen->get_param(screen, PIPE_CAP_SM3)) {
- /*
- * Assume the hardware meets the minimum requirements
- * for Shader Model 3.
- *
- * See also:
- * - http://msdn.microsoft.com/en-us/library/bb172920(VS.85).aspx
- * - http://msdn.microsoft.com/en-us/library/bb172963(VS.85).aspx
- */
-
- pc = &c->FragmentProgram;
- pc->MaxNativeInstructions = 512; /* D3DMIN30SHADERINSTRUCTIONS */
- pc->MaxNativeAluInstructions = pc->MaxNativeInstructions;
- pc->MaxNativeTexInstructions = pc->MaxNativeInstructions;
- pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
- pc->MaxNativeAttribs = 10;
- pc->MaxNativeTemps = 32;
- pc->MaxNativeAddressRegs = 1; /* aL */
- pc->MaxNativeParameters = 224;
-
- pc = &c->VertexProgram;
- pc->MaxNativeInstructions = 512; /* D3DMIN30SHADERINSTRUCTIONS */
- pc->MaxNativeAluInstructions = pc->MaxNativeInstructions;
- pc->MaxNativeTexInstructions = pc->MaxNativeInstructions;
- pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
- pc->MaxNativeAttribs = 16;
- pc->MaxNativeTemps = 32;
- pc->MaxNativeAddressRegs = 2; /* a0 and aL */
- pc->MaxNativeParameters = 256;
- } else {
- /*
- * Assume the hardware meets the minimum requirements
- * for Shader Model 2.
- *
- * See also:
- * - http://msdn.microsoft.com/en-us/library/bb172918(VS.85).aspx
- * - http://msdn.microsoft.com/en-us/library/bb172961(VS.85).aspx
- */
-
- pc = &c->FragmentProgram;
- pc->MaxNativeInstructions = 96; /* D3DPS20_MIN_NUMINSTRUCTIONSLOTS */
- pc->MaxNativeAluInstructions = 64;
- pc->MaxNativeTexInstructions = 32;
- pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
- pc->MaxNativeAttribs = 10; /* 2 color + 8 texture coord */
- pc->MaxNativeTemps = 12; /* D3DPS20_MIN_NUMTEMPS */
- pc->MaxNativeAddressRegs = 0;
- pc->MaxNativeParameters = 16;
-
- pc = &c->VertexProgram;
- pc->MaxNativeInstructions = 256;
- pc->MaxNativeAluInstructions = 256;
- pc->MaxNativeTexInstructions = 0;
- pc->MaxNativeTexIndirections = 0;
- pc->MaxNativeAttribs = 16;
- pc->MaxNativeTemps = 12; /* D3DVS20_MIN_NUMTEMPS */
- pc->MaxNativeAddressRegs = 2; /* a0 and aL */
- pc->MaxNativeParameters = 256;
- }
-
- if (!screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS)) {
- c->VertexProgram.MaxNativeTexInstructions = 0;
- c->VertexProgram.MaxNativeTexIndirections = 0;
- }
+ pc = &c->FragmentProgram;
+ pc->MaxNativeInstructions = screen->get_param(screen, PIPE_CAP_MAX_FS_INSTRUCTIONS);
+ pc->MaxNativeAluInstructions = screen->get_param(screen, PIPE_CAP_MAX_FS_ALU_INSTRUCTIONS);
+ pc->MaxNativeTexInstructions = screen->get_param(screen, PIPE_CAP_MAX_FS_TEX_INSTRUCTIONS);
+ pc->MaxNativeTexIndirections = screen->get_param(screen, PIPE_CAP_MAX_FS_TEX_INDIRECTIONS);
+ pc->MaxNativeAttribs = screen->get_param(screen, PIPE_CAP_MAX_FS_INPUTS);
+ pc->MaxNativeTemps = screen->get_param(screen, PIPE_CAP_MAX_FS_TEMPS);
+ pc->MaxNativeAddressRegs = screen->get_param(screen, PIPE_CAP_MAX_FS_ADDRS);
+ pc->MaxNativeParameters = screen->get_param(screen, PIPE_CAP_MAX_FS_CONSTS);
+
+ pc = &c->VertexProgram;
+ pc->MaxNativeInstructions = screen->get_param(screen, PIPE_CAP_MAX_VS_INSTRUCTIONS);
+ pc->MaxNativeAluInstructions = screen->get_param(screen, PIPE_CAP_MAX_VS_ALU_INSTRUCTIONS);
+ pc->MaxNativeTexInstructions = screen->get_param(screen, PIPE_CAP_MAX_VS_TEX_INSTRUCTIONS);
+ pc->MaxNativeTexIndirections = screen->get_param(screen, PIPE_CAP_MAX_VS_TEX_INDIRECTIONS);
+ pc->MaxNativeAttribs = screen->get_param(screen, PIPE_CAP_MAX_VS_INPUTS);
+ pc->MaxNativeTemps = screen->get_param(screen, PIPE_CAP_MAX_VS_TEMPS);
+ pc->MaxNativeAddressRegs = screen->get_param(screen, PIPE_CAP_MAX_VS_ADDRS);
+ pc->MaxNativeParameters = screen->get_param(screen, PIPE_CAP_MAX_VS_CONSTS);
}
* 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.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;
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_2D, 0,
PIPE_BIND_DEPTH_STENCIL, 0) &&
screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
- PIPE_TEXTURE_2D,
+ 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_2D, 0,
PIPE_BIND_DEPTH_STENCIL, 0) &&
screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
- PIPE_TEXTURE_2D,
+ 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_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0) ||
screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
- PIPE_TEXTURE_2D,
+ PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0)) {
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
}
/* s3tc support */
if (screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
- PIPE_TEXTURE_2D,
+ 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_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_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0) ||
screen->is_format_supported(screen, PIPE_FORMAT_YUYV,
- PIPE_TEXTURE_2D,
+ 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_param(screen, PIPE_CAP_GEOMETRY_SHADER4)) {
+ ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
+ }
+
+ if (screen->get_param(screen, PIPE_CAP_DEPTH_CLAMP)) {
+ ctx->Extensions.ARB_depth_clamp = GL_TRUE;
+ }
}