/**************************************************************************
- *
+ *
* Copyright 2007 VMware, Inc.
* Copyright (c) 2008 VMware, Inc.
* All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
- *
+ *
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
+ *
**************************************************************************/
#include "compiler/nir/nir.h"
-#include "main/imports.h"
+
#include "main/context.h"
#include "main/macros.h"
+#include "main/spirv_extensions.h"
#include "main/version.h"
#include "pipe/p_context.h"
#include "pipe/p_screen.h"
#include "tgsi/tgsi_from_mesa.h"
#include "util/u_math.h"
+#include "util/u_memory.h"
#include "st_context.h"
#include "st_debug.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;
- 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->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);
}
*/
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
if (!screen->get_param(screen, PIPE_CAP_NIR_COMPACT_ARRAYS))
options->LowerCombinedClipCullDistance = true;
- options->LowerBufferInterfaceBlocks = 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;
+ }
+
+ options->LowerPrecisionFloat16 =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16);
+ options->LowerPrecisionDerivatives =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16_DERIVATIVES);
+ options->LowerPrecisionInt16 =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_INT16);
+ options->LowerPrecisionConstants =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_GLSL_16BIT_CONSTS);
}
c->MaxUserAssignableUniformLocations =
c->GLSLOptimizeConservatively =
screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
+ 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 = true;
+ 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->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->AllowMappedBuffersDuringExecution =
screen->get_param(screen, PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION);
+ c->BufferCreateMapUnsynchronizedThreadSafe =
+ screen->get_param(screen, PIPE_CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE);
+
c->UseSTD430AsDefaultPacking =
screen->get_param(screen, PIPE_CAP_LOAD_CONSTBUF);
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->AllowDynamicVAOFastPath = true;
+
+ 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_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_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(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_alpha_to_coverage_dither_control), PIPE_CAP_ALPHA_TO_COVERAGE_DITHER_CONTROL },
+ { 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 */
{ 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_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 */
static const struct st_extension_format_mapping depthstencil_mapping[] = {
{ { o(ARB_depth_buffer_float) },
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_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)
+ consts->PrimitiveRestartFixedIndex =
+ screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART_FIXED_INDEX);
+
+ /* 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,
extensions->EXT_texture_integer = GL_FALSE;
}
- consts->GLSLZeroInit = options->glsl_zero_init;
+ if (options->glsl_zero_init) {
+ consts->GLSLZeroInit = 1;
+ } else {
+ consts->GLSLZeroInit = screen->get_param(screen, PIPE_CAP_GLSL_ZERO_INIT);
+ }
+
+ consts->ForceIntegerTexNearest = options->force_integer_tex_nearest;
+
+ consts->VendorOverride = options->force_gl_vendor;
consts->UniformBooleanTrue = consts->NativeIntegers ? ~0U : fui(1.0f);
* 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;
if (options->allow_glsl_extension_directive_midshader)
consts->AllowGLSLExtensionDirectiveMidShader = GL_TRUE;
+ if (options->allow_glsl_120_subset_in_110)
+ consts->AllowGLSL120SubsetIn110 = GL_TRUE;
+
if (options->allow_glsl_builtin_const_expression)
consts->AllowGLSLBuiltinConstantExpression = 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 (screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_ADVANCED))
+ extensions->KHR_blend_equation_advanced = true;
+
+ 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 &&
+ (extensions->NV_primitive_restart ||
+ consts->PrimitiveRestartFixedIndex) &&
screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS) >= 16 &&
/* Requirements for ETC2 emulation. */
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->demote_to_helper_invocation = extensions->EXT_demote_to_helper_invocation;
+ 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_ms_array = extensions->ARB_shader_image_load_store &&
+ consts->MaxImageSamples > 1;
+ spirv_caps->image_read_without_format = extensions->EXT_shader_image_load_formatted;
+ spirv_caps->image_write_without_format = extensions->ARB_shader_image_load_store;
+ spirv_caps->int64 = extensions->ARB_gpu_shader_int64;
+ spirv_caps->post_depth_coverage = extensions->ARB_post_depth_coverage;
+ spirv_caps->shader_clock = extensions->ARB_shader_clock;
+ spirv_caps->shader_viewport_index_layer = extensions->ARB_shader_viewport_layer_array;
+ spirv_caps->stencil_export = extensions->ARB_shader_stencil_export;
+ spirv_caps->storage_image_ms = extensions->ARB_shader_image_load_store &&
+ consts->MaxImageSamples > 1;
+ spirv_caps->subgroup_ballot = extensions->ARB_shader_ballot;
+ spirv_caps->subgroup_vote = extensions->ARB_shader_group_vote;
+ 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;
}