* ``PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY``: Tell the GLSL compiler to use
the minimum amount of optimizations just to be able to do all the linking
and lowering.
+* ``PIPE_CAP_TGSI_FS_FBFETCH``: Whether a fragment shader can use the FBFETCH
+ opcode to retrieve the current value in the framebuffer.
.. _pipe_capf:
case PIPE_CAP_VIEWPORT_SUBPIXEL_BITS:
case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
- case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_MAX_VIEWPORTS:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_MAX_VIEWPORTS:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
}
/* should only get here on unhandled cases */
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
/* SWTCL-only features. */
case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
- case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_TGSI_VOTE:
case PIPE_CAP_MAX_WINDOW_RECTANGLES:
case PIPE_CAP_NATIVE_FENCE_FD:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_QUERY_BUFFER_OBJECT:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
return 4;
case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
}
case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_NATIVE_FENCE_FD:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
/* Stream output. */
case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
+ case PIPE_CAP_TGSI_FS_FBFETCH:
return 0;
case PIPE_CAP_VENDOR_ID:
return 0x1af4;
PIPE_CAP_TGSI_CAN_READ_OUTPUTS,
PIPE_CAP_NATIVE_FENCE_FD,
PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY,
+ PIPE_CAP_TGSI_FS_FBFETCH,
};
#define PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 (1 << 0)