switch (param) {
case PIPE_CAP_NPOT_TEXTURES:
case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
+ case PIPE_CAP_MIXED_COLOR_DEPTH_BITS:
return 1;
case PIPE_CAP_TWO_SIDED_STENCIL:
return 1;
case PIPE_CAP_COMPUTE:
return 1;
case PIPE_CAP_USER_VERTEX_BUFFERS:
- case PIPE_CAP_USER_INDEX_BUFFERS:
case PIPE_CAP_USER_CONSTANT_BUFFERS:
case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
+ case PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
case PIPE_CAP_TGSI_VS_LAYER_VIEWPORT:
+ case PIPE_CAP_DOUBLES:
+ case PIPE_CAP_INT64:
+ case PIPE_CAP_INT64_DIVMOD:
return 1;
case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
return 16;
if (!os_get_total_physical_memory(&system_memory))
return 0;
+ if (sizeof(void *) == 4)
+ /* Cap to 2 GB on 32 bits system. We do this because softpipe does
+ * eat application memory, which is quite limited on 32 bits. App
+ * shouldn't expect too much available memory. */
+ system_memory = MIN2(system_memory, 2048 << 20);
+
return (int)(system_memory >> 20);
}
case PIPE_CAP_UMA:
return 0;
case PIPE_CAP_POLYGON_OFFSET_CLAMP:
return 0;
+ case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
+ case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
+ return 1;
+ case PIPE_CAP_CLEAR_TEXTURE:
+ return 1;
case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_TGSI_TXQS:
case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
case PIPE_CAP_SHAREABLE_SHADERS:
- case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
- case PIPE_CAP_CLEAR_TEXTURE:
case PIPE_CAP_DRAW_PARAMETERS:
case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
case PIPE_CAP_MULTI_DRAW_INDIRECT:
case PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR:
case PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES:
case PIPE_CAP_TGSI_VOTE:
+ case PIPE_CAP_MAX_WINDOW_RECTANGLES:
+ case PIPE_CAP_POLYGON_OFFSET_UNITS_UNSCALED:
+ case PIPE_CAP_VIEWPORT_SUBPIXEL_BITS:
+ 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:
+ case PIPE_CAP_TGSI_MUL_ZERO_WINS:
return 0;
case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
return 4;
return FALSE;
}
+ if ((bind & (PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW)) &&
+ ((bind & PIPE_BIND_DISPLAY_TARGET) == 0) &&
+ target != PIPE_BUFFER) {
+ const struct util_format_description *desc =
+ util_format_description(format);
+ if (desc->nr_channels == 3 && desc->is_array) {
+ /* Don't support any 3-component formats for rendering/texturing
+ * since we don't support the corresponding 8-bit 3 channel UNORM
+ * formats. This allows us to support GL_ARB_copy_image between
+ * GL_RGB8 and GL_RGB8UI, for example. Otherwise, we may be asked to
+ * do a resource copy between PIPE_FORMAT_R8G8B8_UINT and
+ * PIPE_FORMAT_R8G8B8X8_UNORM, for example, which will not work
+ * (different bpp).
+ */
+ return FALSE;
+ }
+ }
+
if (format_desc->layout == UTIL_FORMAT_LAYOUT_ETC &&
format != PIPE_FORMAT_ETC1_RGB8)
return FALSE;
case PIPE_COMPUTE_CAP_MAX_COMPUTE_UNITS:
case PIPE_COMPUTE_CAP_IMAGES_SUPPORTED:
case PIPE_COMPUTE_CAP_SUBGROUP_SIZE:
+ case PIPE_COMPUTE_CAP_ADDRESS_BITS:
+ case PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK:
break;
}
return 0;