int supported_irs;
unsigned sh;
boolean can_ubo = TRUE;
+ int temp;
+ bool ssbo_atomic = true;
c->MaxTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
c->MaxViewportHeight =
c->MaxRenderbufferSize = c->MaxTextureRectSize;
+ c->ViewportSubpixelBits =
+ screen->get_param(screen, PIPE_CAP_VIEWPORT_SUBPIXEL_BITS);
+
c->MaxDrawBuffers = c->MaxColorAttachments =
_clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
1, MAX_DRAW_BUFFERS);
c->MaxUniformBlockSize / 4 *
pc->MaxUniformBlocks);
- pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
- pc->MaxAtomicBuffers = screen->get_shader_param(
- screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS) / 2;
- pc->MaxShaderStorageBlocks = pc->MaxAtomicBuffers;
-
+ temp = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS);
+ if (temp) {
+ /*
+ * 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);
+ pc->MaxShaderStorageBlocks = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS);
+ } else {
+ pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
+ pc->MaxAtomicBuffers = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS) / 2;
+ pc->MaxShaderStorageBlocks = pc->MaxAtomicBuffers;
+ }
pc->MaxImageUniforms = screen->get_shader_param(
screen, sh, PIPE_SHADER_CAP_MAX_SHADER_IMAGES);
pc->MediumInt = pc->HighInt = pc->LowInt;
}
- options->EmitNoNoise = TRUE;
-
/* TODO: make these more fine-grained if anyone needs it */
options->MaxIfDepth =
screen->get_shader_param(screen, sh,
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->LowerCombinedClipCullDistance = true;
options->LowerBufferInterfaceBlocks = true;
-
- if (sh == PIPE_SHADER_COMPUTE)
- options->LowerShaderSharedVariables = true;
}
+ c->GLSLOptimizeConservatively =
+ screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
c->LowerTessLevel = true;
+ c->LowerCsDerivedVariables = true;
+ c->PrimitiveRestartForPatches =
+ screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES);
c->MaxCombinedTextureImageUnits =
_min(c->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
c->MaxGeometryTotalOutputComponents =
screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS);
c->MaxTessPatchComponents =
- MAX2(screen->get_param(screen, PIPE_CAP_MAX_SHADER_PATCH_VARYINGS),
+ MIN2(screen->get_param(screen, PIPE_CAP_MAX_SHADER_PATCH_VARYINGS),
MAX_VARYING) * 4;
c->MinProgramTexelOffset =
c->GLSLFrontFacingIsSysVal =
screen->get_param(screen, PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL);
+ /* GL_ARB_get_program_binary */
+ if (screen->get_disk_shader_cache && screen->get_disk_shader_cache(screen))
+ c->NumProgramBinaryFormats = 1;
+
c->MaxAtomicBufferBindings =
- c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
- c->MaxCombinedAtomicBuffers =
+ c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
+
+ if (!ssbo_atomic) {
+ /* for separate atomic buffers - there atomic buffer size will be
+ limited */
+ c->MaxAtomicBufferSize = c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters * ATOMIC_COUNTER_SIZE;
+ /* 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 =
c->Program[MESA_SHADER_VERTEX].MaxAtomicBuffers +
c->Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers +
c->Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers +
c->Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers +
c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
- assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS);
+ assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS);
+ }
if (c->MaxCombinedAtomicBuffers > 0) {
extensions->ARB_shader_atomic_counters = GL_TRUE;
c->ShaderStorageBufferOffsetAlignment =
screen->get_param(screen, PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT);
if (c->ShaderStorageBufferOffsetAlignment) {
- c->MaxCombinedShaderStorageBlocks = c->MaxShaderStorageBufferBindings =
- c->MaxCombinedAtomicBuffers;
+ /* for hw atomic counters leaves these at default for now */
+ if (ssbo_atomic)
+ c->MaxCombinedShaderStorageBlocks = c->MaxShaderStorageBufferBindings =
+ c->MaxCombinedAtomicBuffers;
c->MaxCombinedShaderOutputResources +=
c->MaxCombinedShaderStorageBlocks;
c->MaxShaderStorageBlockSize = 1 << 27;
c->Program[MESA_SHADER_COMPUTE].MaxImageUniforms;
c->MaxCombinedShaderOutputResources += c->MaxCombinedImageUniforms;
c->MaxImageUnits = MAX_IMAGE_UNITS;
- c->MaxImageSamples = 0; /* XXX */
if (c->MaxCombinedImageUniforms) {
extensions->ARB_shader_image_load_store = GL_TRUE;
extensions->ARB_shader_image_size = GL_TRUE;
*/
c->MaxFramebufferLayers =
screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
+
+ c->MaxWindowRectangles =
+ screen->get_param(screen, PIPE_CAP_MAX_WINDOW_RECTANGLES);
+
+ c->SparseBufferPageSize =
+ screen->get_param(screen, PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE);
+
+ c->AllowMappedBuffersDuringExecution =
+ screen->get_param(screen, PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION);
+
+ c->UseSTD430AsDefaultPacking =
+ screen->get_param(screen, PIPE_CAP_LOAD_CONSTBUF);
+
+ /* limit the max combined shader output resources to a driver limit */
+ temp = screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES);
+ if (temp > 0 && c->MaxCombinedShaderOutputResources > temp)
+ c->MaxCombinedShaderOutputResources = temp;
}
static unsigned
get_max_samples_for_formats(struct pipe_screen *screen,
unsigned num_formats,
- enum pipe_format *formats,
+ const enum pipe_format *formats,
unsigned max_samples,
unsigned bind)
{
struct gl_constants *consts,
struct gl_extensions *extensions,
struct st_config_options *options,
- boolean has_lib_dxtc)
+ gl_api api)
{
unsigned i;
GLboolean *extension_table = (GLboolean *) extensions;
static const struct st_extension_cap_mapping cap_mapping[] = {
{ o(ARB_base_instance), PIPE_CAP_START_INSTANCE },
+ { o(ARB_bindless_texture), PIPE_CAP_BINDLESS_TEXTURE },
{ o(ARB_buffer_storage), PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT },
{ o(ARB_clear_texture), PIPE_CAP_CLEAR_TEXTURE },
{ o(ARB_clip_control), PIPE_CAP_CLIP_HALFZ },
{ o(ARB_color_buffer_float), PIPE_CAP_VERTEX_COLOR_UNCLAMPED },
{ o(ARB_conditional_render_inverted), PIPE_CAP_CONDITIONAL_RENDER_INVERTED },
{ o(ARB_copy_image), PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS },
- //{ o(ARB_cull_distance), PIPE_CAP_CULL_DISTANCE },
+ { o(OES_copy_image), PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS },
+ { o(ARB_cull_distance), PIPE_CAP_CULL_DISTANCE },
{ o(ARB_depth_clamp), PIPE_CAP_DEPTH_CLIP_DISABLE },
- { o(ARB_depth_texture), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ o(ARB_derivative_control), PIPE_CAP_TGSI_FS_FINE_DERIVATIVE },
{ 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_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_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_query_buffer_object), PIPE_CAP_QUERY_BUFFER_OBJECT },
{ o(ARB_robust_buffer_access_behavior), PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR },
{ o(ARB_sample_shading), PIPE_CAP_SAMPLE_SHADING },
{ o(ARB_seamless_cube_map), PIPE_CAP_SEAMLESS_CUBE_MAP },
+ { o(ARB_shader_ballot), PIPE_CAP_TGSI_BALLOT },
+ { 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(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_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP },
+ { o(ARB_sparse_buffer), PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE },
{ 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_texture_view), PIPE_CAP_SAMPLER_VIEW_TARGET },
{ o(ARB_timer_query), PIPE_CAP_QUERY_TIMESTAMP },
{ o(ARB_transform_feedback2), PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME },
- { o(ARB_transform_feedback3), 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(EXT_blend_equation_separate), PIPE_CAP_BLEND_EQUATION_SEPARATE },
{ o(EXT_depth_bounds_test), PIPE_CAP_DEPTH_BOUNDS_TEST },
{ o(EXT_draw_buffers2), PIPE_CAP_INDEP_BLEND_ENABLE },
- { o(EXT_polygon_offset_clamp), PIPE_CAP_POLYGON_OFFSET_CLAMP },
- { o(EXT_stencil_two_side), PIPE_CAP_TWO_SIDED_STENCIL },
+ { o(EXT_memory_object), PIPE_CAP_MEMOBJ },
+ { o(EXT_memory_object_fd), PIPE_CAP_MEMOBJ },
{ 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_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_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_separate_stencil), PIPE_CAP_TWO_SIDED_STENCIL },
{ o(ATI_texture_mirror_once), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
+ { o(MESA_tile_raster_order), PIPE_CAP_TILE_RASTER_ORDER },
{ 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_texture_barrier), PIPE_CAP_TEXTURE_BARRIER },
{ o(NVX_gpu_memory_info), PIPE_CAP_QUERY_MEMORY_INFO },
PIPE_FORMAT_B8G8R8A8_SRGB },
GL_TRUE }, /* at least one format must be supported */
+ { { o(EXT_texture_type_2_10_10_10_REV) },
+ { PIPE_FORMAT_R10G10B10A2_UNORM,
+ PIPE_FORMAT_B10G10R10A2_UNORM },
+ GL_TRUE }, /* at least one format must be supported */
+
{ { o(ATI_texture_compression_3dc) },
{ PIPE_FORMAT_LATC2_UNORM } },
/* Required: vertex fetch support. */
static const struct st_extension_format_mapping vertex_mapping[] = {
+ { { o(EXT_vertex_array_bgra) },
+ { PIPE_FORMAT_B8G8R8A8_UNORM } },
{ { o(ARB_vertex_type_2_10_10_10_rev) },
{ PIPE_FORMAT_R10G10B10A2_UNORM,
PIPE_FORMAT_B10G10R10A2_UNORM,
* Extensions that are supported by all Gallium drivers:
*/
extensions->ARB_ES2_compatibility = GL_TRUE;
+ extensions->ARB_depth_texture = GL_TRUE;
extensions->ARB_draw_elements_base_vertex = GL_TRUE;
extensions->ARB_explicit_attrib_location = GL_TRUE;
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_texture_border_clamp = GL_TRUE; /* XXX temp */
+ 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->ARB_texture_env_combine = GL_TRUE;
extensions->ARB_texture_env_crossbar = GL_TRUE;
extensions->EXT_pixel_buffer_object = GL_TRUE;
extensions->EXT_point_parameters = GL_TRUE;
extensions->EXT_provoking_vertex = GL_TRUE;
-
+ extensions->EXT_stencil_two_side = GL_TRUE;
extensions->EXT_texture_env_dot3 = GL_TRUE;
- extensions->EXT_vertex_array_bgra = GL_TRUE;
extensions->ATI_fragment_shader = GL_TRUE;
+ extensions->ATI_separate_stencil = GL_TRUE;
extensions->ATI_texture_env_combine3 = GL_TRUE;
extensions->MESA_pack_invert = GL_TRUE;
consts->ForceGLSLVersion = options->force_glsl_version;
}
+ consts->AllowHigherCompatVersion = options->allow_higher_compat_version;
+
+ consts->ForceGLSLAbsSqrt = options->force_glsl_abs_sqrt;
+
+ consts->AllowGLSLBuiltinVariableRedeclaration = options->allow_glsl_builtin_variable_redeclaration;
+
+ consts->dri_config_options_sha1 = options->config_options_sha1;
+
+ consts->AllowGLSLCrossStageInterpolationMismatch = options->allow_glsl_cross_stage_interpolation_mismatch;
+
if (consts->GLSLVersion >= 400)
extensions->ARB_gpu_shader5 = GL_TRUE;
if (consts->GLSLVersion >= 410)
extensions->AMD_vertex_shader_layer = GL_TRUE;
}
+ if (consts->GLSLVersion >= 140) {
+ if (screen->get_param(screen, PIPE_CAP_TGSI_ARRAY_COMPONENTS))
+ extensions->ARB_enhanced_layouts = GL_TRUE;
+ }
+
if (consts->GLSLVersion >= 130) {
consts->NativeIntegers = GL_TRUE;
consts->MaxClipPlanes = 8;
extensions->OES_depth_texture_cube_map = GL_TRUE;
extensions->ARB_shading_language_420pack = GL_TRUE;
extensions->ARB_texture_query_levels = GL_TRUE;
- extensions->ARB_shader_subroutine = GL_TRUE;
if (!options->disable_shader_bit_encoding) {
extensions->ARB_shader_bit_encoding = GL_TRUE;
extensions->EXT_shader_integer_mix = GL_TRUE;
extensions->ARB_arrays_of_arrays = GL_TRUE;
+ extensions->MESA_shader_integer_functions = 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;
+
consts->UniformBooleanTrue = consts->NativeIntegers ? ~0U : fui(1.0f);
/* Below are the cases which cannot be moved into tables easily. */
- if (!has_lib_dxtc && !options->force_s3tc_enable) {
- extensions->EXT_texture_compression_s3tc = GL_FALSE;
- extensions->ANGLE_texture_compression_dxt = GL_FALSE;
- }
-
if (screen->get_shader_param(screen, PIPE_SHADER_TESS_CTRL,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
extensions->ARB_tessellation_shader = GL_TRUE;
}
- if (screen->fence_finish) {
- extensions->ARB_sync = GL_TRUE;
+ /* What this is really checking for is the ability to support multiple
+ * invocations of a geometry shader. There is no separate cap for that, so
+ * we check the GLSLVersion.
+ */
+ if (consts->GLSLVersion >= 400 &&
+ screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY,
+ PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
+ extensions->OES_geometry_shader = GL_TRUE;
}
/* Needs PIPE_CAP_SAMPLE_SHADING + all the sample-related bits of
extensions->OES_sample_variables = extensions->ARB_sample_shading &&
extensions->ARB_gpu_shader5;
- /* If we don't have native ETC2 support, we don't keep track of the
- * original ETC2 data. This is necessary to be able to copy images between
- * compatible view classes.
- */
- if (extensions->ARB_copy_image && screen->is_format_supported(
- screen, PIPE_FORMAT_ETC2_RGB8,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW)) {
- extensions->OES_copy_image = GL_TRUE;
- }
-
/* Maximum sample count. */
{
- enum pipe_format color_formats[] = {
+ static const enum pipe_format color_formats[] = {
PIPE_FORMAT_R8G8B8A8_UNORM,
PIPE_FORMAT_B8G8R8A8_UNORM,
PIPE_FORMAT_A8R8G8B8_UNORM,
PIPE_FORMAT_A8B8G8R8_UNORM,
};
- enum pipe_format depth_formats[] = {
+ static const enum pipe_format depth_formats[] = {
PIPE_FORMAT_Z16_UNORM,
PIPE_FORMAT_Z24X8_UNORM,
PIPE_FORMAT_X8Z24_UNORM,
PIPE_FORMAT_Z32_UNORM,
PIPE_FORMAT_Z32_FLOAT
};
- enum pipe_format int_formats[] = {
+ static const enum pipe_format int_formats[] = {
PIPE_FORMAT_R8G8B8A8_SINT
};
- enum pipe_format void_formats[] = {
+ static const enum pipe_format void_formats[] = {
PIPE_FORMAT_NONE
};
color_formats, 16,
PIPE_BIND_RENDER_TARGET);
+ consts->MaxImageSamples =
+ get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats),
+ color_formats, 16,
+ PIPE_BIND_SHADER_IMAGE);
+
consts->MaxColorTextureSamples =
get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats),
color_formats, consts->MaxSamples,
void_formats, 32,
PIPE_BIND_RENDER_TARGET);
}
- if (consts->MaxSamples == 1) {
- /* one sample doesn't really make sense */
- consts->MaxSamples = 0;
- }
- else if (consts->MaxSamples >= 2) {
+
+ if (consts->MaxSamples >= 2) {
+ /* Real MSAA support */
extensions->EXT_framebuffer_multisample = GL_TRUE;
extensions->EXT_framebuffer_multisample_blit_scaled = GL_TRUE;
}
-
- if (consts->MaxSamples == 0 && screen->get_param(screen, PIPE_CAP_FAKE_SW_MSAA)) {
- consts->FakeSWMSAA = GL_TRUE;
- extensions->EXT_framebuffer_multisample = GL_TRUE;
- extensions->EXT_framebuffer_multisample_blit_scaled = GL_TRUE;
- extensions->ARB_texture_multisample = GL_TRUE;
+ else if (consts->MaxSamples > 0 &&
+ screen->get_param(screen, PIPE_CAP_FAKE_SW_MSAA)) {
+ /* fake MSAA support */
+ consts->FakeSWMSAA = GL_TRUE;
+ extensions->EXT_framebuffer_multisample = GL_TRUE;
+ extensions->EXT_framebuffer_multisample_blit_scaled = GL_TRUE;
+ extensions->ARB_texture_multisample = GL_TRUE;
}
if (consts->MaxDualSourceDrawBuffers > 0 &&
consts->MinMapBufferAlignment =
screen->get_param(screen, PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT);
+ /* The OpenGL Compatibility profile requires arbitrary buffer swizzling. */
+ if (api == API_OPENGL_COMPAT &&
+ screen->get_param(screen, PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY))
+ extensions->ARB_texture_buffer_object = GL_FALSE;
+
if (extensions->ARB_texture_buffer_object) {
consts->MaxTextureBufferSize =
_min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE),
extensions->AMD_vertex_shader_viewport_index = GL_TRUE;
}
+ if (extensions->AMD_vertex_shader_layer &&
+ extensions->AMD_vertex_shader_viewport_index &&
+ screen->get_param(screen, PIPE_CAP_TGSI_TES_LAYER_VIEWPORT))
+ extensions->ARB_shader_viewport_layer_array = GL_TRUE;
+
/* ARB_framebuffer_no_attachments */
if (screen->get_param(screen, PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT) &&
((consts->MaxSamples >= 4 && consts->MaxFramebufferLayers >= 2048) ||
}
#endif
- if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
- PIPE_SHADER_CAP_DOUBLES) &&
- screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
- PIPE_SHADER_CAP_DOUBLES)) {
+ if (screen->get_param(screen, PIPE_CAP_DOUBLES)) {
extensions->ARB_gpu_shader_fp64 = GL_TRUE;
extensions->ARB_vertex_attrib_64bit = GL_TRUE;
}
extensions->ARB_compute_shader =
extensions->ARB_shader_image_load_store &&
extensions->ARB_shader_atomic_counters;
+
+ if (extensions->ARB_compute_shader) {
+ uint64_t max_variable_threads_per_block = 0;
+
+ screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI,
+ PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK,
+ &max_variable_threads_per_block);
+
+ for (i = 0; i < 3; i++) {
+ /* Clamp the values to avoid having a local work group size
+ * greater than the maximum number of invocations.
+ */
+ consts->MaxComputeVariableGroupSize[i] =
+ MIN2(consts->MaxComputeWorkGroupSize[i],
+ max_variable_threads_per_block);
+ }
+ consts->MaxComputeVariableGroupInvocations =
+ max_variable_threads_per_block;
+
+ extensions->ARB_compute_variable_group_size =
+ max_variable_threads_per_block > 0;
+ }
}
}
+
+ 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->KHR_robustness = extensions->ARB_robust_buffer_access_behavior;
+
+ /* If we support ES 3.1, we support the ES3_1_compatibility ext. However
+ * there's no clean way of telling whether we would support ES 3.1 from
+ * here, so copy the condition from compute_version_es2 here. A lot of
+ * these are redunant, but simpler to just have a (near-)exact copy here.
+ */
+ extensions->ARB_ES3_1_compatibility =
+ extensions->ARB_ES3_compatibility &&
+ extensions->ARB_arrays_of_arrays &&
+ extensions->ARB_compute_shader &&
+ extensions->ARB_draw_indirect &&
+ extensions->ARB_explicit_uniform_location &&
+ extensions->ARB_framebuffer_no_attachments &&
+ extensions->ARB_shader_atomic_counters &&
+ extensions->ARB_shader_image_load_store &&
+ extensions->ARB_shader_image_size &&
+ extensions->ARB_shader_storage_buffer_object &&
+ extensions->ARB_shading_language_packing &&
+ extensions->ARB_stencil_texturing &&
+ extensions->ARB_texture_multisample &&
+ extensions->ARB_gpu_shader5 &&
+ extensions->EXT_shader_integer_mix;
+
+ extensions->OES_texture_cube_map_array =
+ extensions->ARB_ES3_1_compatibility &&
+ extensions->OES_geometry_shader &&
+ extensions->ARB_texture_cube_map_array;
+
+ extensions->OES_viewport_array =
+ extensions->ARB_ES3_1_compatibility &&
+ extensions->OES_geometry_shader &&
+ extensions->ARB_viewport_array;
+
+ extensions->OES_primitive_bounding_box = extensions->ARB_ES3_1_compatibility;
+ consts->NoPrimitiveBoundingBoxOutput = true;
+
+ extensions->ANDROID_extension_pack_es31a =
+ extensions->KHR_texture_compression_astc_ldr &&
+ extensions->KHR_blend_equation_advanced &&
+ extensions->OES_sample_variables &&
+ extensions->ARB_shader_image_load_store &&
+ extensions->ARB_texture_stencil8 &&
+ extensions->ARB_texture_multisample &&
+ extensions->OES_copy_image &&
+ extensions->ARB_draw_buffers_blend &&
+ extensions->OES_geometry_shader &&
+ extensions->ARB_gpu_shader5 &&
+ extensions->OES_primitive_bounding_box &&
+ extensions->ARB_tessellation_shader &&
+ extensions->ARB_texture_border_clamp &&
+ extensions->OES_texture_buffer &&
+ extensions->OES_texture_cube_map_array &&
+ extensions->EXT_texture_sRGB_decode;
+
+ /* Same deal as for ARB_ES3_1_compatibility - this has to be computed
+ * before overall versions are selected. Also it's actually a subset of ES
+ * 3.2, since it doesn't require ASTC or advanced blending.
+ */
+ extensions->ARB_ES3_2_compatibility =
+ extensions->ARB_ES3_1_compatibility &&
+ extensions->KHR_robustness &&
+ extensions->ARB_copy_image &&
+ extensions->ARB_draw_buffers_blend &&
+ extensions->ARB_draw_elements_base_vertex &&
+ extensions->OES_geometry_shader &&
+ extensions->ARB_gpu_shader5 &&
+ extensions->ARB_sample_shading &&
+ extensions->ARB_tessellation_shader &&
+ extensions->ARB_texture_border_clamp &&
+ extensions->OES_texture_buffer &&
+ extensions->ARB_texture_cube_map_array &&
+ extensions->ARB_texture_stencil8 &&
+ extensions->ARB_texture_multisample;
}