_clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
1, MAX_DRAW_BUFFERS);
- c->MaxDualSourceDrawBuffers
- = _clamp(screen->get_param(screen, PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS),
- 0, MAX_DRAW_BUFFERS);
-
- c->MaxLineWidth
- = _maxf(1.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_LINE_WIDTH));
- c->MaxLineWidthAA
- = _maxf(1.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_LINE_WIDTH_AA));
-
- c->MaxPointSize
- = _maxf(1.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_POINT_WIDTH));
- c->MaxPointSizeAA
- = _maxf(1.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_POINT_WIDTH_AA));
+ c->MaxDualSourceDrawBuffers =
+ _clamp(screen->get_param(screen,
+ PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS),
+ 0, MAX_DRAW_BUFFERS);
+
+ c->MaxLineWidth =
+ _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH));
+ c->MaxLineWidthAA =
+ _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH_AA));
+
+ c->MaxPointSize =
+ _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH));
+ c->MaxPointSizeAA =
+ _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH_AA));
/* these are not queryable. Note that GL basically mandates a 1.0 minimum
* for non-aa sizes, but we can go down to 0.0 for aa points.
c->MinPointSize = 1.0f;
c->MinPointSizeAA = 0.0f;
- c->MaxTextureMaxAnisotropy
- = _maxf(2.0f, screen->get_paramf(screen,
- PIPE_CAPF_MAX_TEXTURE_ANISOTROPY));
+ c->MaxTextureMaxAnisotropy =
+ _maxf(2.0f,
+ screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_ANISOTROPY));
- c->MaxTextureLodBias
- = screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS);
+ c->MaxTextureLodBias =
+ screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS);
- c->QuadsFollowProvokingVertexConvention = screen->get_param(
- screen, PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
+ c->QuadsFollowProvokingVertexConvention =
+ screen->get_param(screen,
+ PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
c->MaxUniformBlockSize =
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
MAX_TEXTURE_IMAGE_UNITS);
- pc->MaxInstructions = pc->MaxNativeInstructions =
+ pc->MaxInstructions =
+ pc->MaxNativeInstructions =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
- pc->MaxAluInstructions = pc->MaxNativeAluInstructions =
- screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
- pc->MaxTexInstructions = pc->MaxNativeTexInstructions =
- screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
- pc->MaxTexIndirections = pc->MaxNativeTexIndirections =
- screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
- pc->MaxAttribs = pc->MaxNativeAttribs =
+ pc->MaxAluInstructions =
+ pc->MaxNativeAluInstructions =
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
+ pc->MaxTexInstructions =
+ pc->MaxNativeTexInstructions =
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
+ pc->MaxTexIndirections =
+ pc->MaxNativeTexIndirections =
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
+ pc->MaxAttribs =
+ pc->MaxNativeAttribs =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS);
- pc->MaxTemps = pc->MaxNativeTemps =
+ pc->MaxTemps =
+ pc->MaxNativeTemps =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS);
- pc->MaxAddressRegs = pc->MaxNativeAddressRegs =
- sh == PIPE_SHADER_VERTEX ? 1 : 0;
- pc->MaxParameters = pc->MaxNativeParameters =
+ pc->MaxAddressRegs =
+ pc->MaxNativeAddressRegs = sh == PIPE_SHADER_VERTEX ? 1 : 0;
+ pc->MaxParameters =
+ pc->MaxNativeParameters =
screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / sizeof(float[4]);
pc->MaxInputComponents =
pc->MaxOutputComponents =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_OUTPUTS) * 4;
- pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
+ pc->MaxUniformComponents =
+ 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
pc->MaxUniformBlocks =
- screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
if (pc->MaxUniformBlocks)
pc->MaxUniformBlocks -= 1; /* The first one is for ordinary uniforms. */
pc->MaxUniformBlocks = _min(pc->MaxUniformBlocks, MAX_UNIFORM_BUFFERS);
options->EmitNoNoise = TRUE;
/* TODO: make these more fine-grained if anyone needs it */
- options->MaxIfDepth = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
- 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->EmitNoCont = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED);
-
- options->EmitNoIndirectInput = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR);
- options->EmitNoIndirectOutput = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR);
- options->EmitNoIndirectTemp = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR);
- options->EmitNoIndirectUniform = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_CONST_ADDR);
+ options->MaxIfDepth =
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ 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->EmitNoCont =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED);
+
+ options->EmitNoIndirectInput =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR);
+ options->EmitNoIndirectOutput =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR);
+ options->EmitNoIndirectTemp =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR);
+ options->EmitNoIndirectUniform =
+ !screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_INDIRECT_CONST_ADDR);
if (pc->MaxNativeInstructions &&
(options->EmitNoIndirectUniform || pc->MaxUniformBlocks < 12)) {
}
if (options->EmitNoLoops)
- options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536);
+ options->MaxUnrollIterations =
+ MIN2(screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_INSTRUCTIONS),
+ 65536);
else
- options->MaxUnrollIterations = screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT);
+ options->MaxUnrollIterations =
+ screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT);
options->LowerClipDistance = true;
options->LowerBufferInterfaceBlocks = true;
/* This depends on program constants. */
c->MaxTextureCoordUnits
- = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
+ = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
+ MAX_TEXTURE_COORD_UNITS);
- c->MaxTextureUnits = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, c->MaxTextureCoordUnits);
+ c->MaxTextureUnits =
+ _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
+ c->MaxTextureCoordUnits);
- c->Program[MESA_SHADER_VERTEX].MaxAttribs = MIN2(c->Program[MESA_SHADER_VERTEX].MaxAttribs, 16);
+ c->Program[MESA_SHADER_VERTEX].MaxAttribs =
+ MIN2(c->Program[MESA_SHADER_VERTEX].MaxAttribs, 16);
/* PIPE_SHADER_CAP_MAX_INPUTS for the FS specifies the maximum number
* of inputs. It's always 2 colors + N generic inputs. */
c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_INPUTS);
c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
- c->MaxGeometryOutputVertices = screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES);
- c->MaxGeometryTotalOutputComponents = screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS);
+ c->MaxGeometryOutputVertices =
+ screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES);
+ 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),
MAX_VARYING) * 4;
- c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
- c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
+ c->MinProgramTexelOffset =
+ screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
+ c->MaxProgramTexelOffset =
+ screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
- c->MaxProgramTextureGatherComponents = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS);
- c->MinProgramTextureGatherOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET);
- c->MaxProgramTextureGatherOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET);
+ c->MaxProgramTextureGatherComponents =
+ screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS);
+ c->MinProgramTextureGatherOffset =
+ screen->get_param(screen, PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET);
+ c->MaxProgramTextureGatherOffset =
+ screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET);
c->MaxTransformFeedbackBuffers =
screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS);
- c->MaxTransformFeedbackBuffers = MIN2(c->MaxTransformFeedbackBuffers, MAX_FEEDBACK_BUFFERS);
+ c->MaxTransformFeedbackBuffers = MIN2(c->MaxTransformFeedbackBuffers,
+ MAX_FEEDBACK_BUFFERS);
c->MaxTransformFeedbackSeparateComponents =
screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS);
c->MaxTransformFeedbackInterleavedComponents =
- screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS);
+ screen->get_param(screen,
+ PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS);
c->MaxVertexStreams =
MAX2(1, screen->get_param(screen, PIPE_CAP_MAX_VERTEX_STREAMS));