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->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);
options->EmitNoLoops =
!screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
- options->EmitNoFunctions = true;
options->EmitNoMainReturn =
!screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
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->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(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_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_timer_query), PIPE_CAP_QUERY_TIMESTAMP },
{ 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(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(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 } },
* 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->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->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)
}
if (consts->GLSLVersion >= 140) {
- if (screen->get_param(screen, PIPE_CAP_TGSI_ARRAY_COMPONENTS) &&
- screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
- PIPE_SHADER_CAP_PREFERRED_IR) == PIPE_SHADER_IR_TGSI)
+ if (screen->get_param(screen, PIPE_CAP_TGSI_ARRAY_COMPONENTS))
extensions->ARB_enhanced_layouts = GL_TRUE;
}
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;
/* 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;
extensions->OES_geometry_shader = GL_TRUE;
}
- if (screen->fence_finish) {
- extensions->ARB_sync = GL_TRUE;
- }
-
/* Needs PIPE_CAP_SAMPLE_SHADING + all the sample-related bits of
* ARB_gpu_shader5. This enables all the per-sample shading ES extensions.
*/
/* 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
};
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) ||
}
}
+ 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