This can be derived from the shader caps.
All GPUs from ATI/AMD, NVIDIA, and INTEL have separate texture slots
for each shader stage.
opcodes to the Shader Model 3 specification. XXX oh god this is horrible
* ``PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS``: The maximum number of stream buffers.
* ``PIPE_CAP_PRIMITIVE_RESTART``: Whether primitive restart is supported.
-* ``PIPE_CAP_MAX_COMBINED_SAMPLERS``: The total number of samplers accessible from
- the vertex and fragment shader, inclusive.
* ``PIPE_CAP_INDEP_BLEND_ENABLE``: Whether per-rendertarget blend enabling and channel
masks are supported. If 0, then the first rendertarget's blend mask is
replicated across all MRTs.
return MAX_MIP_LEVELS;
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
return 9192;
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 20;
/* Render targets. */
case PIPE_CAP_MAX_RENDER_TARGETS:
return is->debug.lie ? 1 : 0;
/* Texturing. */
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return i915_get_shader_param(screen,
- PIPE_SHADER_VERTEX,
- PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS) +
- i915_get_shader_param(screen,
- PIPE_SHADER_FRAGMENT,
- PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS);
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
return I915_MAX_TEXTURE_2D_LEVELS;
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
return ILO_MAX_SO_BUFFERS;
case PIPE_CAP_PRIMITIVE_RESTART:
return true;
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return ILO_MAX_SAMPLERS * 2;
case PIPE_CAP_INDEP_BLEND_ENABLE:
case PIPE_CAP_INDEP_BLEND_FUNC:
return true;
llvmpipe_get_param(struct pipe_screen *screen, enum pipe_cap param)
{
switch (param) {
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 2 * PIPE_MAX_SAMPLERS; /* VS + FS samplers */
case PIPE_CAP_NPOT_TEXTURES:
case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
return 1;
return 10;
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
return 13;
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 16;
case PIPE_CAP_GLSL_FEATURE_LEVEL:
return 120;
/* supported capabilities */
const uint16_t class_3d = nouveau_screen(pscreen)->class_3d;
switch (param) {
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 64;
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
return 14;
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
const uint16_t class_3d = nouveau_screen(pscreen)->class_3d;
switch (param) {
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 16 * 5;
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
return 15;
return 0;
/* Texturing. */
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return r300screen->caps.num_tex_units;
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
return rscreen->b.info.drm_minor >= 9 ?
(family >= CHIP_CEDAR ? 16384 : 8192) : 0;
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 32;
/* Render targets. */
case PIPE_CAP_MAX_RENDER_TARGETS:
return 15;
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
return 16384;
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return HAVE_LLVM >= 0x0305 ? 48 : 32;
/* Render targets. */
case PIPE_CAP_MAX_RENDER_TARGETS:
softpipe_get_param(struct pipe_screen *screen, enum pipe_cap param)
{
switch (param) {
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 2 * PIPE_MAX_SAMPLERS; /* VS + FS */
case PIPE_CAP_NPOT_TEXTURES:
case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
return 1;
SVGA3dDevCapResult result;
switch (param) {
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return 16;
case PIPE_CAP_NPOT_TEXTURES:
case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
return 1;
PIPE_CAP_SM3 = 29, /*< Shader Model, supported */
PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS = 30,
PIPE_CAP_PRIMITIVE_RESTART = 31,
- /** Maximum texture image units accessible from vertex and fragment shaders
- * combined */
- PIPE_CAP_MAX_COMBINED_SAMPLERS = 32,
/** blend enables and write masks per rendertarget */
PIPE_CAP_INDEP_BLEND_ENABLE = 33,
/** different blend funcs per rendertarget */
c->MaxArrayTextureLayers
= screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
- c->MaxCombinedTextureImageUnits
- = _min(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SAMPLERS),
- MAX_COMBINED_TEXTURE_IMAGE_UNITS);
-
/* Define max viewport size and max renderbuffer size in terms of
* max texture size (note: max tex RECT size = max tex 2D size).
* If this isn't true for some hardware we'll need new PIPE_CAP_ queries.
options->LowerClipDistance = true;
}
+ c->MaxCombinedTextureImageUnits =
+ _min(c->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
+ c->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits +
+ c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
+ MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+
/* This depends on program constants. */
c->MaxTextureCoordUnits
= _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);