#include "compiler/nir/nir.h"
-#include "main/imports.h"
+#include "util/imports.h"
#include "main/context.h"
#include "main/macros.h"
#include "main/spirv_extensions.h"
* because it can actually optimize SSBO access.
*/
options->LowerBufferInterfaceBlocks = !prefer_nir;
+
+ if (sh == MESA_SHADER_VERTEX) {
+ if (screen->get_param(screen, PIPE_CAP_VIEWPORT_TRANSFORM_LOWERED))
+ options->LowerBuiltinVariablesXfb |= VARYING_BIT_POS;
+ if (screen->get_param(screen, PIPE_CAP_PSIZ_CLAMPED))
+ options->LowerBuiltinVariablesXfb |= VARYING_BIT_PSIZ;
+ }
+
+ /* Initialize lower precision shader compiler option based on
+ * the value of PIPE_SHADER_CAP_FP16.
+ */
+ options->LowerPrecision =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16);
}
c->MaxUserAssignableUniformLocations =
temp = screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES);
if (temp > 0 && c->MaxCombinedShaderOutputResources > temp)
c->MaxCombinedShaderOutputResources = temp;
+
+ c->VertexBufferOffsetIsInt32 =
+ screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET);
+
+ c->MultiDrawWithUserIndices =
+ screen->get_param(screen, PIPE_CAP_DRAW_INFO_START_WITH_USER_INDICES);
+
+ c->glBeginEndBufferSize =
+ screen->get_param(screen, PIPE_CAP_GL_BEGIN_END_BUFFER_SIZE);
}
{ o(OES_texture_float_linear), PIPE_CAP_TEXTURE_FLOAT_LINEAR },
{ o(OES_texture_half_float_linear), PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR },
{ o(OES_texture_view), PIPE_CAP_SAMPLER_VIEW_TARGET },
+ { o(INTEL_blackhole_render), PIPE_CAP_FRONTEND_NOOP, },
};
/* Required: render target and sampler support */
{ PIPE_FORMAT_R8_UNORM,
PIPE_FORMAT_R8G8_UNORM } },
+ { { o(EXT_texture_norm16) },
+ { PIPE_FORMAT_R16_UNORM,
+ PIPE_FORMAT_R16G16_UNORM,
+ PIPE_FORMAT_R16G16B16A16_UNORM } },
+
{ { o(EXT_render_snorm) },
{ PIPE_FORMAT_R8_SNORM,
PIPE_FORMAT_R8G8_SNORM,
PIPE_FORMAT_BPTC_RGB_FLOAT,
PIPE_FORMAT_BPTC_RGB_UFLOAT } },
+ { { o(TDFX_texture_compression_FXT1) },
+ { PIPE_FORMAT_FXT1_RGB,
+ PIPE_FORMAT_FXT1_RGBA } },
+
{ { o(KHR_texture_compression_astc_ldr),
o(KHR_texture_compression_astc_sliced_3d) },
{ PIPE_FORMAT_ASTC_4x4,
extensions->EXT_blend_color = GL_TRUE;
extensions->EXT_blend_func_separate = GL_TRUE;
extensions->EXT_blend_minmax = GL_TRUE;
+ extensions->EXT_EGL_image_storage = GL_TRUE;
extensions->EXT_gpu_program_parameters = GL_TRUE;
extensions->EXT_pixel_buffer_object = GL_TRUE;
extensions->EXT_point_parameters = GL_TRUE;
extensions->MESA_framebuffer_flip_y = GL_TRUE;
extensions->MESA_pack_invert = GL_TRUE;
+ extensions->NV_copy_image = GL_TRUE;
extensions->NV_fog_distance = GL_TRUE;
extensions->NV_texture_env_combine4 = GL_TRUE;
extensions->NV_texture_rectangle = GL_TRUE;
extensions->EXT_shader_integer_mix = GL_TRUE;
extensions->ARB_arrays_of_arrays = GL_TRUE;
extensions->MESA_shader_integer_functions = GL_TRUE;
+
+ if (screen->get_param(screen, PIPE_CAP_OPENCL_INTEGER_FUNCTIONS) &&
+ screen->get_param(screen, PIPE_CAP_INTEGER_MULTIPLY_32X16)) {
+ extensions->INTEL_shader_integer_functions2 = GL_TRUE;
+ }
} else {
/* Optional integer support for GLSL 1.2. */
if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
consts->DisableVaryingPacking = GL_TRUE;
}
+ if (!screen->get_param(screen, PIPE_CAP_PACKED_STREAM_OUTPUT))
+ consts->DisableTransformFeedbackPacking = GL_TRUE;
+
unsigned max_fb_fetch_rts = screen->get_param(screen, PIPE_CAP_FBFETCH);
bool coherent_fb_fetch =
screen->get_param(screen, PIPE_CAP_FBFETCH_COHERENT);
spirv_caps->transform_feedback = extensions->ARB_transform_feedback3;
spirv_caps->variable_pointers =
screen->get_param(screen, PIPE_CAP_GL_SPIRV_VARIABLE_POINTERS);
+ spirv_caps->integer_functions2 = extensions->INTEL_shader_integer_functions2;
consts->SpirVExtensions = CALLOC_STRUCT(spirv_supported_extensions);
_mesa_fill_supported_spirv_extensions(consts->SpirVExtensions, spirv_caps);
}
+
+ consts->AllowDrawOutOfOrder = options->allow_draw_out_of_order;
}