extensions->ARB_shader_image_load_store = GL_TRUE;
extensions->ARB_shader_image_size = GL_TRUE;
}
+
+ /* ARB_framebuffer_no_attachments */
+ c->MaxFramebufferWidth = c->MaxViewportWidth;
+ c->MaxFramebufferHeight = c->MaxViewportHeight;
+ /* NOTE: we cheat here a little by assuming that
+ * PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS has the same
+ * number of layers as we need, although we technically
+ * could have more the generality is not really useful
+ * in practicality.
+ */
+ c->MaxFramebufferLayers =
+ screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
}
enum pipe_format int_formats[] = {
PIPE_FORMAT_R8G8B8A8_SINT
};
+ enum pipe_format void_formats[] = {
+ PIPE_FORMAT_NONE
+ };
consts->MaxSamples =
get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats),
get_max_samples_for_formats(screen, ARRAY_SIZE(int_formats),
int_formats, consts->MaxSamples,
PIPE_BIND_SAMPLER_VIEW);
+
+ /* ARB_framebuffer_no_attachments, assume max no. of samples 32 */
+ consts->MaxFramebufferSamples =
+ get_max_samples_for_formats(screen, ARRAY_SIZE(void_formats),
+ void_formats, 32,
+ PIPE_BIND_RENDER_TARGET);
}
if (consts->MaxSamples == 1) {
/* one sample doesn't really make sense */
extensions->AMD_vertex_shader_viewport_index = GL_TRUE;
}
+ /* ARB_framebuffer_no_attachments */
+ if (screen->get_param(screen, PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT) &&
+ ((consts->MaxSamples >= 4 && consts->MaxFramebufferLayers >= 2048) ||
+ (consts->MaxFramebufferSamples >= consts->MaxSamples &&
+ consts->MaxFramebufferLayers >= consts->MaxArrayTextureLayers)))
+ extensions->ARB_framebuffer_no_attachments = GL_TRUE;
+
/* GL_ARB_ES3_compatibility.
*
* Assume that ES3 is supported if GLSL 3.30 is supported.