#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"
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);
}
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;
+
+ 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 =
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_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_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_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(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_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 */
{ 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_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,
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;
if (api == API_OPENGLES2 && ESSLVersion >= 320)
extensions->ARB_gpu_shader5 = GL_TRUE;
- if (GLSLVersion >= 400)
+ if (GLSLVersion >= 400 && !options->disable_arb_gpu_shader5)
extensions->ARB_gpu_shader5 = GL_TRUE;
if (GLSLVersion >= 410)
extensions->ARB_shader_precision = 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,
* 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;
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 (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 &&
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;
}