<li>GL_ARB_tessellation_shader on nvc0, radeonsi</li>
<li>GL_ARB_vertex_attrib_64bit on llvmpipe, radeonsi</li>
<li>GL_ARB_viewport_array on radeonsi</li>
+<li>GL_OES_texture_float on all r300, r600, radeonsi, nv30, nv50, nvc0, softpipe, llvmpipe</li>
+<li>GL_OES_texture_half_float on all r300, r600, radeonsi, nv30, nv50, nvc0, softpipe, llvmpipe</li>
+<li>GL_OES_texture_float_linear on all r300, r600, radeonsi, nv30, nv50, nvc0, softpipe, llvmpipe</li>
+<li>GL_OES_texture_half_float_linear on all r300, r600, radeonsi, nv30, nv50, nvc0, softpipe, llvmpipe</li>
<li>GLX_ARB_create_context_robustness on r600, radeonsi</li>
<li>EGL_EXT_create_context_robustness on r600, radeonsi</li>
<li>EGL_KHR_gl_colorspace on r600, radeonsi, nv50, nvc0</li>
How many per-patch outputs and inputs are supported between tessellation
control and tessellation evaluation shaders, not counting in TESSINNER and
TESSOUTER. The minimum allowed value for OpenGL is 30.
+* ``PIPE_CAP_TEXTURE_FLOAT_LINEAR``: Whether the linear minification and
+ magnification filters are supported with single-precision floating-point
+ textures.
+* ``PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR``: Whether the linear minification and
+ magnification filters are supported with half-precision floating-point
+ textures.
.. _pipe_capf:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 0;
case PIPE_CAP_MAX_VIEWPORTS:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 0;
case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
case PIPE_CAP_TEXTURE_GATHER_SM5:
return 0;
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return true;
case PIPE_CAP_FAKE_SW_MSAA:
case PIPE_CAP_TEXTURE_QUERY_LOD:
case PIPE_CAP_VERTEXID_NOBASE:
return 0;
case PIPE_CAP_POLYGON_OFFSET_CLAMP:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 1;
case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_CLIP_HALFZ:
case PIPE_CAP_POLYGON_OFFSET_CLAMP:
case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP:
return 1; /* class_3d >= NVA0_3D_CLASS; */
case PIPE_CAP_CLIP_HALFZ:
case PIPE_CAP_POLYGON_OFFSET_CLAMP:
case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
return (class_3d >= NVE4_3D_CLASS) ? 1 : 0;
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 0;
/* SWTCL-only features. */
case PIPE_CAP_CLIP_HALFZ:
case PIPE_CAP_POLYGON_OFFSET_CLAMP:
case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 1;
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_TGSI_TEXCOORD:
case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 1;
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
return 1;
case PIPE_CAP_CLIP_HALFZ:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 1;
case PIPE_CAP_VERTEXID_NOBASE:
return 0;
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 0;
}
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
+ case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
return 0;
/* Stream output. */
PIPE_CAP_RESOURCE_FROM_USER_MEMORY,
PIPE_CAP_DEVICE_RESET_STATUS_QUERY,
PIPE_CAP_MAX_SHADER_PATCH_VARYINGS,
+ PIPE_CAP_TEXTURE_FLOAT_LINEAR,
+ PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR,
};
#define PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 (1 << 0)
* support the GL_POINT_SPRITE_R_MODE_NV option. */
{ o(OES_standard_derivatives), PIPE_CAP_SM3 },
+ { o(OES_texture_float_linear), PIPE_CAP_TEXTURE_FLOAT_LINEAR },
+ { o(OES_texture_half_float_linear), PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR },
{ o(ARB_texture_cube_map_array), PIPE_CAP_CUBE_MAP_ARRAY },
{ o(ARB_texture_multisample), PIPE_CAP_TEXTURE_MULTISAMPLE },
{ o(ARB_texture_query_lod), PIPE_CAP_TEXTURE_QUERY_LOD },
{ PIPE_FORMAT_R32G32B32A32_FLOAT,
PIPE_FORMAT_R16G16B16A16_FLOAT } },
+ { { o(OES_texture_float) },
+ { PIPE_FORMAT_R32G32B32A32_FLOAT } },
+
+ { { o(OES_texture_half_float) },
+ { PIPE_FORMAT_R16G16B16A16_FLOAT } },
+
{ { o(ARB_texture_rgb10_a2ui) },
{ PIPE_FORMAT_R10G10B10A2_UINT,
PIPE_FORMAT_B10G10R10A2_UINT },