#include "compiler/nir/nir.h"
-#include "main/imports.h"
+#include "util/imports.h"
#include "main/context.h"
#include "main/macros.h"
+#include "main/spirv_extensions.h"
#include "main/version.h"
#include "pipe/p_context.h"
* Note that we have to limit/clamp against Mesa's internal limits too.
*/
void st_init_limits(struct pipe_screen *screen,
- struct gl_constants *c, struct gl_extensions *extensions,
- gl_api api)
+ struct gl_constants *c, struct gl_extensions *extensions)
{
int supported_irs;
unsigned sh;
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->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->MaxPointSizeAA =
_maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH_AA));
- /* these are not queryable. Note that GL basically mandates a 1.0 minimum
- * for non-aa sizes, but we can go down to 0.0 for aa points.
- */
c->MinPointSize = 1.0f;
- c->MinPointSizeAA = 0.0f;
+ c->MinPointSizeAA = 1.0f;
c->MaxTextureMaxAnisotropy =
_maxf(2.0f,
struct gl_program_constants *pc;
const nir_shader_compiler_options *nir_options = NULL;
- if (screen->get_compiler_options) {
+ bool prefer_nir = PIPE_SHADER_IR_NIR ==
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_PREFERRED_IR);
+
+ if (screen->get_compiler_options && prefer_nir) {
nir_options = (const nir_shader_compiler_options *)
screen->get_compiler_options(screen, PIPE_SHADER_IR_NIR, sh);
}
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;
}
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 = pc->MaxUniformComponents / 4;
+ pc->MaxNativeParameters = MIN2(pc->MaxUniformComponents / 4, 2048);
pc->MaxInputComponents =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS) * 4;
pc->MaxOutputComponents =
* 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);
- } else {
+ } else if (pc->MaxShaderStorageBlocks) {
pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
/*
* without separate atomic counters, reserve half of the available
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;
+
+ /* 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;
+
+ if (sh == MESA_SHADER_VERTEX) {
+ if (screen->get_param(screen, PIPE_CAP_VIEWPORT_TRANSFORM_LOWERED))
+ options->LowerBuiltinVariablesXfb |= VARYING_BIT_POS;
+ if (screen->get_param(screen, PIPE_CAP_PSIZ_CLAMPED))
+ options->LowerBuiltinVariablesXfb |= VARYING_BIT_PSIZ;
+ }
+
+ /* Initialize lower precision shader compiler option based on
+ * the value of PIPE_SHADER_CAP_FP16.
+ */
+ options->LowerPrecision =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16);
}
c->MaxUserAssignableUniformLocations =
c->GLSLOptimizeConservatively =
screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
- c->LowerTessLevel = true;
- c->LowerCsDerivedVariables = true;
+ c->GLSLLowerConstArrays =
+ screen->get_param(screen, PIPE_CAP_PREFER_IMM_ARRAYS_AS_CONSTBUF);
+ 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->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
- *
- * The QT framework has a bug in their shader program cache, which is built
- * on GL_ARB_get_program_binary. In an effort to allow them to fix the bug
- * we don't enable more than 1 binary format for compatibility profiles.
- */
- if (api != API_OPENGL_COMPAT &&
- screen->get_disk_shader_cache && screen->get_disk_shader_cache(screen))
+ /* GL_ARB_get_program_binary */
+ if (screen->get_disk_shader_cache && screen->get_disk_shader_cache(screen))
c->NumProgramBinaryFormats = 1;
c->MaxAtomicBufferBindings =
c->MaxAtomicBufferSize =
c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters * ATOMIC_COUNTER_SIZE;
- if (!ssbo_atomic) {
- /* 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->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 =
+ 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 +
temp = screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES);
if (temp > 0 && c->MaxCombinedShaderOutputResources > temp)
c->MaxCombinedShaderOutputResources = temp;
+
+ c->VertexBufferOffsetIsInt32 =
+ screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET);
+
+ c->MultiDrawWithUserIndices =
+ screen->get_param(screen, PIPE_CAP_DRAW_INFO_START_WITH_USER_INDICES);
+
+ c->glBeginEndBufferSize =
+ screen->get_param(screen, PIPE_CAP_GL_BEGIN_END_BUFFER_SIZE);
}
{ 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_gl_spirv), PIPE_CAP_GL_SPIRV },
{ o(ARB_indirect_parameters), PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS },
{ o(ARB_instanced_arrays), PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR },
{ 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_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_shader_texture_lod), PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD },
+ { o(ARB_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ o(ARB_sparse_buffer), PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE },
+ { o(ARB_spirv_extensions), PIPE_CAP_GL_SPIRV },
{ 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_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_demote_to_helper_invocation), PIPE_CAP_DEMOTE_TO_HELPER_INVOCATION },
{ 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_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_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(NV_viewport_array2), PIPE_CAP_VIEWPORT_MASK },
+ { o(NV_viewport_swizzle), PIPE_CAP_VIEWPORT_SWIZZLE },
{ 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 },
+ { o(INTEL_blackhole_render), PIPE_CAP_FRONTEND_NOOP, },
};
/* 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_R8G8B8A8_SRGB },
{ { o(ARB_texture_rg) },
{ PIPE_FORMAT_R8_UNORM,
PIPE_FORMAT_R8G8_UNORM } },
+
+ { { o(EXT_texture_norm16) },
+ { PIPE_FORMAT_R16_UNORM,
+ PIPE_FORMAT_R16G16_UNORM,
+ PIPE_FORMAT_R16G16B16A16_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(TDFX_texture_compression_FXT1) },
+ { PIPE_FORMAT_FXT1_RGB,
+ PIPE_FORMAT_FXT1_RGBA } },
+
{ { o(KHR_texture_compression_astc_ldr),
o(KHR_texture_compression_astc_sliced_3d) },
{ PIPE_FORMAT_ASTC_4x4,
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->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_shadow = GL_TRUE;
extensions->ARB_sync = GL_TRUE;
extensions->ARB_texture_border_clamp = GL_TRUE;
extensions->ARB_texture_cube_map = GL_TRUE;
extensions->EXT_blend_color = GL_TRUE;
extensions->EXT_blend_func_separate = GL_TRUE;
extensions->EXT_blend_minmax = GL_TRUE;
+ extensions->EXT_EGL_image_storage = GL_TRUE;
extensions->EXT_gpu_program_parameters = GL_TRUE;
extensions->EXT_pixel_buffer_object = GL_TRUE;
extensions->EXT_point_parameters = GL_TRUE;
extensions->ATI_fragment_shader = GL_TRUE;
extensions->ATI_texture_env_combine3 = GL_TRUE;
+ extensions->MESA_framebuffer_flip_y = GL_TRUE;
extensions->MESA_pack_invert = GL_TRUE;
+ extensions->NV_copy_image = GL_TRUE;
extensions->NV_fog_distance = GL_TRUE;
extensions->NV_texture_env_combine4 = GL_TRUE;
extensions->NV_texture_rectangle = 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);
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;
consts->AllowGLSLCrossStageInterpolationMismatch = options->allow_glsl_cross_stage_interpolation_mismatch;
- if (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 && !options->disable_arb_gpu_shader5)
extensions->ARB_gpu_shader5 = GL_TRUE;
if (GLSLVersion >= 410)
extensions->ARB_shader_precision = GL_TRUE;
}
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;
}
extensions->EXT_shader_integer_mix = GL_TRUE;
extensions->ARB_arrays_of_arrays = GL_TRUE;
extensions->MESA_shader_integer_functions = GL_TRUE;
+
+ if (screen->get_param(screen, PIPE_CAP_OPENCL_INTEGER_FUNCTIONS) &&
+ screen->get_param(screen, PIPE_CAP_INTEGER_MULTIPLY_32X16)) {
+ extensions->INTEL_shader_integer_functions2 = GL_TRUE;
+ }
} else {
/* Optional integer support for GLSL 1.2. */
if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
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. */
* invocations of a geometry shader. There is no separate cap for that, so
* we check the GLSLVersion.
*/
- if (GLSLVersion >= 400 &&
+ if ((GLSLVersion >= 400 || ESSLVersion >= 310) &&
screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
extensions->OES_geometry_shader = GL_TRUE;
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;
}
+ if (!screen->get_param(screen, PIPE_CAP_PACKED_STREAM_OUTPUT))
+ consts->DisableTransformFeedbackPacking = 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 (GLSLVersion >= 400) {
*/
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 &&
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 =
pre_snap_triangles && pre_snap_points_lines;
}
}
+
+ if (extensions->ARB_gl_spirv) {
+ struct spirv_supported_capabilities *spirv_caps = &consts->SpirVCapabilities;
+
+ spirv_caps->atomic_storage = extensions->ARB_shader_atomic_counters;
+ spirv_caps->draw_parameters = extensions->ARB_shader_draw_parameters;
+ spirv_caps->float64 = extensions->ARB_gpu_shader_fp64;
+ spirv_caps->geometry_streams = extensions->ARB_gpu_shader5;
+ spirv_caps->image_write_without_format = extensions->ARB_shader_image_load_store;
+ spirv_caps->int64 = extensions->ARB_gpu_shader_int64;
+ spirv_caps->tessellation = extensions->ARB_tessellation_shader;
+ spirv_caps->transform_feedback = extensions->ARB_transform_feedback3;
+ spirv_caps->variable_pointers =
+ screen->get_param(screen, PIPE_CAP_GL_SPIRV_VARIABLE_POINTERS);
+ spirv_caps->integer_functions2 = extensions->INTEL_shader_integer_functions2;
+
+ consts->SpirVExtensions = CALLOC_STRUCT(spirv_supported_extensions);
+ _mesa_fill_supported_spirv_extensions(consts->SpirVExtensions, spirv_caps);
+ }
+
+ consts->AllowDrawOutOfOrder = options->allow_draw_out_of_order;
}