/************************************************************************** * * Copyright 2007 VMware, Inc. * Copyright (c) 2008 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "main/imports.h" #include "main/context.h" #include "main/macros.h" #include "main/version.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_screen.h" #include "util/u_math.h" #include "st_context.h" #include "st_debug.h" #include "st_extensions.h" #include "st_format.h" /* * Note: we use these function rather than the MIN2, MAX2, CLAMP macros to * avoid evaluating arguments (which are often function calls) more than once. */ static unsigned _min(unsigned a, unsigned b) { return (a < b) ? a : b; } static float _maxf(float a, float b) { return (a > b) ? a : b; } static int _clamp(int a, int min, int max) { if (a < min) return min; else if (a > max) return max; else return a; } /** * Query driver to get implementation limits. * Note that we have to limit/clamp against Mesa's internal limits too. */ void st_init_limits(struct pipe_screen *screen, struct gl_constants *c, struct gl_extensions *extensions) { int supported_irs; unsigned sh; boolean can_ubo = TRUE; c->MaxTextureLevels = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS), MAX_TEXTURE_LEVELS); c->Max3DTextureLevels = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS), MAX_3D_TEXTURE_LEVELS); c->MaxCubeTextureLevels = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS), MAX_CUBE_TEXTURE_LEVELS); c->MaxTextureRectSize = _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE); c->MaxArrayTextureLayers = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS); /* Define max viewport size and max renderbuffer size in terms of * max texture size (note: max tex RECT size = max tex 2D size). * If this isn't true for some hardware we'll need new PIPE_CAP_ queries. */ c->MaxViewportWidth = c->MaxViewportHeight = c->MaxRenderbufferSize = c->MaxTextureRectSize; c->ViewportSubpixelBits = screen->get_param(screen, PIPE_CAP_VIEWPORT_SUBPIXEL_BITS); c->MaxDrawBuffers = c->MaxColorAttachments = _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)); /* 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->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->MaxUniformBlockSize = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE); if (c->MaxUniformBlockSize < 16384) { can_ubo = FALSE; } for (sh = 0; sh < PIPE_SHADER_TYPES; ++sh) { struct gl_shader_compiler_options *options; struct gl_program_constants *pc; switch (sh) { case PIPE_SHADER_FRAGMENT: pc = &c->Program[MESA_SHADER_FRAGMENT]; options = &c->ShaderCompilerOptions[MESA_SHADER_FRAGMENT]; break; case PIPE_SHADER_VERTEX: pc = &c->Program[MESA_SHADER_VERTEX]; options = &c->ShaderCompilerOptions[MESA_SHADER_VERTEX]; break; case PIPE_SHADER_GEOMETRY: pc = &c->Program[MESA_SHADER_GEOMETRY]; options = &c->ShaderCompilerOptions[MESA_SHADER_GEOMETRY]; break; case PIPE_SHADER_TESS_CTRL: pc = &c->Program[MESA_SHADER_TESS_CTRL]; options = &c->ShaderCompilerOptions[MESA_SHADER_TESS_CTRL]; break; case PIPE_SHADER_TESS_EVAL: pc = &c->Program[MESA_SHADER_TESS_EVAL]; options = &c->ShaderCompilerOptions[MESA_SHADER_TESS_EVAL]; break; case PIPE_SHADER_COMPUTE: pc = &c->Program[MESA_SHADER_COMPUTE]; options = &c->ShaderCompilerOptions[MESA_SHADER_COMPUTE]; if (!screen->get_param(screen, PIPE_CAP_COMPUTE)) continue; supported_irs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUPPORTED_IRS); if (!(supported_irs & (1 << PIPE_SHADER_IR_TGSI))) continue; break; default: assert(0); } pc->MaxTextureImageUnits = _min(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS), MAX_TEXTURE_IMAGE_UNITS); 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 = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS); 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 = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / sizeof(float[4]); pc->MaxInputComponents = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS) * 4; pc->MaxOutputComponents = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_OUTPUTS) * 4; pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS); pc->MaxUniformBlocks = 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); pc->MaxCombinedUniformComponents = (pc->MaxUniformComponents + c->MaxUniformBlockSize / 4 * pc->MaxUniformBlocks); pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS; pc->MaxAtomicBuffers = screen->get_shader_param( screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS) / 2; pc->MaxShaderStorageBlocks = pc->MaxAtomicBuffers; pc->MaxImageUniforms = screen->get_shader_param( screen, sh, PIPE_SHADER_CAP_MAX_SHADER_IMAGES); /* Gallium doesn't really care about local vs. env parameters so use the * same limits. */ pc->MaxLocalParams = MIN2(pc->MaxParameters, MAX_PROGRAM_LOCAL_PARAMS); pc->MaxEnvParams = MIN2(pc->MaxParameters, MAX_PROGRAM_ENV_PARAMS); if (screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_INTEGERS)) { pc->LowInt.RangeMin = 31; pc->LowInt.RangeMax = 30; pc->LowInt.Precision = 0; pc->MediumInt = pc->HighInt = pc->LowInt; } /* 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 = true; 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)) { can_ubo = FALSE; } if (options->EmitNoLoops) 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->LowerCombinedClipCullDistance = true; options->LowerBufferInterfaceBlocks = true; if (sh == PIPE_SHADER_COMPUTE) options->LowerShaderSharedVariables = true; } c->LowerTessLevel = true; c->LowerCsDerivedVariables = true; c->PrimitiveRestartForPatches = screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES); c->MaxCombinedTextureImageUnits = _min(c->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits + c->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits + c->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits + c->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits + c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits + c->Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits, MAX_COMBINED_TEXTURE_IMAGE_UNITS); /* This depends on program constants. */ c->MaxTextureCoordUnits = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS); 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); /* 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->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->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->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); c->MaxVertexStreams = MAX2(1, screen->get_param(screen, PIPE_CAP_MAX_VERTEX_STREAMS)); /* The vertex stream must fit into pipe_stream_output_info::stream */ assert(c->MaxVertexStreams <= 4); c->MaxVertexAttribStride = screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE); c->StripTextureBorder = GL_TRUE; c->GLSLSkipStrictMaxUniformLimitCheck = screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS); c->UniformBufferOffsetAlignment = screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT); if (can_ubo) { extensions->ARB_uniform_buffer_object = GL_TRUE; c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings = c->Program[MESA_SHADER_VERTEX].MaxUniformBlocks + c->Program[MESA_SHADER_TESS_CTRL].MaxUniformBlocks + c->Program[MESA_SHADER_TESS_EVAL].MaxUniformBlocks + c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks + c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks + c->Program[MESA_SHADER_COMPUTE].MaxUniformBlocks; assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS); } c->GLSLFragCoordIsSysVal = screen->get_param(screen, PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL); c->GLSLFrontFacingIsSysVal = screen->get_param(screen, PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL); c->MaxAtomicBufferBindings = c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers; c->MaxCombinedAtomicBuffers = c->Program[MESA_SHADER_VERTEX].MaxAtomicBuffers + c->Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers + c->Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers + c->Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers + c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers; assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS); if (c->MaxCombinedAtomicBuffers > 0) { extensions->ARB_shader_atomic_counters = GL_TRUE; extensions->ARB_shader_atomic_counter_ops = GL_TRUE; } c->MaxCombinedShaderOutputResources = c->MaxDrawBuffers; c->ShaderStorageBufferOffsetAlignment = screen->get_param(screen, PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT); if (c->ShaderStorageBufferOffsetAlignment) { c->MaxCombinedShaderStorageBlocks = c->MaxShaderStorageBufferBindings = c->MaxCombinedAtomicBuffers; c->MaxCombinedShaderOutputResources += c->MaxCombinedShaderStorageBlocks; c->MaxShaderStorageBlockSize = 1 << 27; extensions->ARB_shader_storage_buffer_object = GL_TRUE; } c->MaxCombinedImageUniforms = c->Program[MESA_SHADER_VERTEX].MaxImageUniforms + c->Program[MESA_SHADER_TESS_CTRL].MaxImageUniforms + c->Program[MESA_SHADER_TESS_EVAL].MaxImageUniforms + c->Program[MESA_SHADER_GEOMETRY].MaxImageUniforms + c->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms + c->Program[MESA_SHADER_COMPUTE].MaxImageUniforms; c->MaxCombinedShaderOutputResources += c->MaxCombinedImageUniforms; c->MaxImageUnits = MAX_IMAGE_UNITS; if (c->MaxCombinedImageUniforms) { extensions->ARB_shader_image_load_store = GL_TRUE; extensions->ARB_shader_image_size = GL_TRUE; } /* ARB_framebuffer_no_attachments */ c->MaxFramebufferWidth = c->MaxViewportWidth; c->MaxFramebufferHeight = c->MaxViewportHeight; /* NOTE: we cheat here a little by assuming that * PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS has the same * number of layers as we need, although we technically * could have more the generality is not really useful * in practicality. */ c->MaxFramebufferLayers = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS); c->MaxWindowRectangles = screen->get_param(screen, PIPE_CAP_MAX_WINDOW_RECTANGLES); } /** * Given a member \c x of struct gl_extensions, return offset of * \c x in bytes. */ #define o(x) offsetof(struct gl_extensions, x) struct st_extension_cap_mapping { int extension_offset; int cap; }; struct st_extension_format_mapping { int extension_offset[2]; enum pipe_format format[32]; /* If TRUE, at least one format must be supported for the extensions to be * advertised. If FALSE, all the formats must be supported. */ GLboolean need_at_least_one; }; /** * Enable extensions if certain pipe formats are supported by the driver. * What extensions will be enabled and what formats must be supported is * described by the array of st_extension_format_mapping. * * target and bind_flags are passed to is_format_supported. */ static void init_format_extensions(struct pipe_screen *screen, struct gl_extensions *extensions, const struct st_extension_format_mapping *mapping, unsigned num_mappings, enum pipe_texture_target target, unsigned bind_flags) { GLboolean *extension_table = (GLboolean *) extensions; unsigned i; int j; int num_formats = ARRAY_SIZE(mapping->format); int num_ext = ARRAY_SIZE(mapping->extension_offset); for (i = 0; i < num_mappings; i++) { int num_supported = 0; /* Examine each format in the list. */ for (j = 0; j < num_formats && mapping[i].format[j]; j++) { if (screen->is_format_supported(screen, mapping[i].format[j], target, 0, bind_flags)) { num_supported++; } } if (!num_supported || (!mapping[i].need_at_least_one && num_supported != j)) { continue; } /* Enable all extensions in the list. */ for (j = 0; j < num_ext && mapping[i].extension_offset[j]; j++) extension_table[mapping[i].extension_offset[j]] = GL_TRUE; } } /** * Given a list of formats and bind flags, return the maximum number * of samples supported by any of those formats. */ static unsigned get_max_samples_for_formats(struct pipe_screen *screen, unsigned num_formats, enum pipe_format *formats, unsigned max_samples, unsigned bind) { unsigned i, f; for (i = max_samples; i > 0; --i) { for (f = 0; f < num_formats; f++) { if (screen->is_format_supported(screen, formats[f], PIPE_TEXTURE_2D, i, bind)) { return i; } } } return 0; } /** * Use pipe_screen::get_param() to query PIPE_CAP_ values to determine * which GL extensions are supported. * Quite a few extensions are always supported because they are standard * features or can be built on top of other gallium features. * Some fine tuning may still be needed. */ void st_init_extensions(struct pipe_screen *screen, struct gl_constants *consts, struct gl_extensions *extensions, struct st_config_options *options, boolean has_lib_dxtc) { unsigned i; GLboolean *extension_table = (GLboolean *) extensions; static const struct st_extension_cap_mapping cap_mapping[] = { { o(ARB_base_instance), PIPE_CAP_START_INSTANCE }, { o(ARB_buffer_storage), PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT }, { o(ARB_clear_texture), PIPE_CAP_CLEAR_TEXTURE }, { o(ARB_clip_control), PIPE_CAP_CLIP_HALFZ }, { o(ARB_color_buffer_float), PIPE_CAP_VERTEX_COLOR_UNCLAMPED }, { o(ARB_conditional_render_inverted), PIPE_CAP_CONDITIONAL_RENDER_INVERTED }, { o(ARB_copy_image), PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS }, { o(OES_copy_image), PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS }, { o(ARB_cull_distance), PIPE_CAP_CULL_DISTANCE }, { o(ARB_depth_clamp), PIPE_CAP_DEPTH_CLIP_DISABLE }, { o(ARB_depth_texture), PIPE_CAP_TEXTURE_SHADOW_MAP }, { o(ARB_derivative_control), PIPE_CAP_TGSI_FS_FINE_DERIVATIVE }, { o(ARB_draw_buffers_blend), PIPE_CAP_INDEP_BLEND_FUNC }, { o(ARB_draw_indirect), PIPE_CAP_DRAW_INDIRECT }, { o(ARB_draw_instanced), PIPE_CAP_TGSI_INSTANCEID }, { o(ARB_fragment_program_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP }, { o(ARB_framebuffer_object), PIPE_CAP_MIXED_FRAMEBUFFER_SIZES }, { o(ARB_indirect_parameters), PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS }, { o(ARB_instanced_arrays), PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR }, { o(ARB_occlusion_query), PIPE_CAP_OCCLUSION_QUERY }, { o(ARB_occlusion_query2), PIPE_CAP_OCCLUSION_QUERY }, { o(ARB_pipeline_statistics_query), PIPE_CAP_QUERY_PIPELINE_STATISTICS }, { o(ARB_point_sprite), PIPE_CAP_POINT_SPRITE }, { o(ARB_query_buffer_object), PIPE_CAP_QUERY_BUFFER_OBJECT }, { o(ARB_robust_buffer_access_behavior), PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR }, { o(ARB_sample_shading), PIPE_CAP_SAMPLE_SHADING }, { o(ARB_seamless_cube_map), PIPE_CAP_SEAMLESS_CUBE_MAP }, { o(ARB_shader_draw_parameters), PIPE_CAP_DRAW_PARAMETERS }, { o(ARB_shader_group_vote), PIPE_CAP_TGSI_VOTE }, { o(ARB_shader_stencil_export), PIPE_CAP_SHADER_STENCIL_EXPORT }, { o(ARB_shader_texture_image_samples), PIPE_CAP_TGSI_TXQS }, { o(ARB_shader_texture_lod), PIPE_CAP_SM3 }, { o(ARB_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP }, { o(ARB_texture_buffer_object), PIPE_CAP_TEXTURE_BUFFER_OBJECTS }, { o(ARB_texture_cube_map_array), PIPE_CAP_CUBE_MAP_ARRAY }, { o(ARB_texture_gather), PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS }, { o(ARB_texture_mirror_clamp_to_edge), PIPE_CAP_TEXTURE_MIRROR_CLAMP }, { o(ARB_texture_multisample), PIPE_CAP_TEXTURE_MULTISAMPLE }, { o(ARB_texture_non_power_of_two), PIPE_CAP_NPOT_TEXTURES }, { o(ARB_texture_query_lod), PIPE_CAP_TEXTURE_QUERY_LOD }, { o(ARB_texture_view), PIPE_CAP_SAMPLER_VIEW_TARGET }, { o(ARB_timer_query), PIPE_CAP_QUERY_TIMESTAMP }, { o(ARB_transform_feedback2), PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME }, { o(ARB_transform_feedback3), PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME }, { o(EXT_blend_equation_separate), PIPE_CAP_BLEND_EQUATION_SEPARATE }, { o(EXT_depth_bounds_test), PIPE_CAP_DEPTH_BOUNDS_TEST }, { o(EXT_draw_buffers2), PIPE_CAP_INDEP_BLEND_ENABLE }, { o(EXT_polygon_offset_clamp), PIPE_CAP_POLYGON_OFFSET_CLAMP }, { o(EXT_stencil_two_side), PIPE_CAP_TWO_SIDED_STENCIL }, { o(EXT_texture_array), PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS }, { o(EXT_texture_filter_anisotropic), PIPE_CAP_ANISOTROPIC_FILTER }, { o(EXT_texture_mirror_clamp), PIPE_CAP_TEXTURE_MIRROR_CLAMP }, { o(EXT_texture_swizzle), PIPE_CAP_TEXTURE_SWIZZLE }, { o(EXT_transform_feedback), PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS }, { o(EXT_window_rectangles), PIPE_CAP_MAX_WINDOW_RECTANGLES }, { o(AMD_pinned_memory), PIPE_CAP_RESOURCE_FROM_USER_MEMORY }, { o(ATI_meminfo), PIPE_CAP_QUERY_MEMORY_INFO }, { o(AMD_seamless_cubemap_per_texture), PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE }, { o(ATI_separate_stencil), PIPE_CAP_TWO_SIDED_STENCIL }, { o(ATI_texture_mirror_once), PIPE_CAP_TEXTURE_MIRROR_CLAMP }, { o(NV_conditional_render), PIPE_CAP_CONDITIONAL_RENDER }, { o(NV_primitive_restart), PIPE_CAP_PRIMITIVE_RESTART }, { o(NV_texture_barrier), PIPE_CAP_TEXTURE_BARRIER }, { o(NVX_gpu_memory_info), PIPE_CAP_QUERY_MEMORY_INFO }, /* GL_NV_point_sprite is not supported by gallium because we don't * 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 }, }; /* Required: render target and sampler support */ static const struct st_extension_format_mapping rendertarget_mapping[] = { { { o(ARB_texture_float) }, { 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 }, GL_TRUE }, /* at least one format must be supported */ { { o(EXT_framebuffer_sRGB) }, { PIPE_FORMAT_A8B8G8R8_SRGB, PIPE_FORMAT_B8G8R8A8_SRGB }, GL_TRUE }, /* at least one format must be supported */ { { o(EXT_packed_float) }, { PIPE_FORMAT_R11G11B10_FLOAT } }, { { o(EXT_texture_integer) }, { PIPE_FORMAT_R32G32B32A32_UINT, PIPE_FORMAT_R32G32B32A32_SINT } }, { { o(ARB_texture_rg) }, { PIPE_FORMAT_R8_UNORM, PIPE_FORMAT_R8G8_UNORM } }, }; /* Required: depth stencil and sampler support */ static const struct st_extension_format_mapping depthstencil_mapping[] = { { { o(ARB_depth_buffer_float) }, { PIPE_FORMAT_Z32_FLOAT, PIPE_FORMAT_Z32_FLOAT_S8X24_UINT } }, }; /* Required: sampler support */ static const struct st_extension_format_mapping texture_mapping[] = { { { o(ARB_texture_compression_rgtc) }, { PIPE_FORMAT_RGTC1_UNORM, PIPE_FORMAT_RGTC1_SNORM, PIPE_FORMAT_RGTC2_UNORM, PIPE_FORMAT_RGTC2_SNORM } }, { { o(EXT_texture_compression_latc) }, { PIPE_FORMAT_LATC1_UNORM, PIPE_FORMAT_LATC1_SNORM, PIPE_FORMAT_LATC2_UNORM, PIPE_FORMAT_LATC2_SNORM } }, { { o(EXT_texture_compression_s3tc), o(ANGLE_texture_compression_dxt) }, { PIPE_FORMAT_DXT1_RGB, PIPE_FORMAT_DXT1_RGBA, PIPE_FORMAT_DXT3_RGBA, PIPE_FORMAT_DXT5_RGBA } }, { { o(ARB_texture_compression_bptc) }, { PIPE_FORMAT_BPTC_RGBA_UNORM, PIPE_FORMAT_BPTC_SRGBA, PIPE_FORMAT_BPTC_RGB_FLOAT, PIPE_FORMAT_BPTC_RGB_UFLOAT } }, { { o(KHR_texture_compression_astc_ldr) }, { PIPE_FORMAT_ASTC_4x4, PIPE_FORMAT_ASTC_5x4, PIPE_FORMAT_ASTC_5x5, PIPE_FORMAT_ASTC_6x5, PIPE_FORMAT_ASTC_6x6, PIPE_FORMAT_ASTC_8x5, PIPE_FORMAT_ASTC_8x6, PIPE_FORMAT_ASTC_8x8, PIPE_FORMAT_ASTC_10x5, PIPE_FORMAT_ASTC_10x6, PIPE_FORMAT_ASTC_10x8, PIPE_FORMAT_ASTC_10x10, PIPE_FORMAT_ASTC_12x10, PIPE_FORMAT_ASTC_12x12, PIPE_FORMAT_ASTC_4x4_SRGB, PIPE_FORMAT_ASTC_5x4_SRGB, PIPE_FORMAT_ASTC_5x5_SRGB, PIPE_FORMAT_ASTC_6x5_SRGB, PIPE_FORMAT_ASTC_6x6_SRGB, PIPE_FORMAT_ASTC_8x5_SRGB, PIPE_FORMAT_ASTC_8x6_SRGB, PIPE_FORMAT_ASTC_8x8_SRGB, PIPE_FORMAT_ASTC_10x5_SRGB, PIPE_FORMAT_ASTC_10x6_SRGB, PIPE_FORMAT_ASTC_10x8_SRGB, PIPE_FORMAT_ASTC_10x10_SRGB, PIPE_FORMAT_ASTC_12x10_SRGB, PIPE_FORMAT_ASTC_12x12_SRGB } }, { { o(EXT_texture_shared_exponent) }, { PIPE_FORMAT_R9G9B9E5_FLOAT } }, { { o(EXT_texture_snorm) }, { PIPE_FORMAT_R8G8B8A8_SNORM } }, { { o(EXT_texture_sRGB), o(EXT_texture_sRGB_decode) }, { PIPE_FORMAT_A8B8G8R8_SRGB, PIPE_FORMAT_B8G8R8A8_SRGB }, GL_TRUE }, /* at least one format must be supported */ { { o(ATI_texture_compression_3dc) }, { PIPE_FORMAT_LATC2_UNORM } }, { { o(MESA_ycbcr_texture) }, { PIPE_FORMAT_UYVY, PIPE_FORMAT_YUYV }, GL_TRUE }, /* at least one format must be supported */ { { o(OES_compressed_ETC1_RGB8_texture) }, { PIPE_FORMAT_ETC1_RGB8, PIPE_FORMAT_R8G8B8A8_UNORM }, GL_TRUE }, /* at least one format must be supported */ { { o(ARB_stencil_texturing), o(ARB_texture_stencil8) }, { PIPE_FORMAT_X24S8_UINT, PIPE_FORMAT_S8X24_UINT }, GL_TRUE }, /* at least one format must be supported */ }; /* Required: vertex fetch support. */ static const struct st_extension_format_mapping vertex_mapping[] = { { { o(EXT_vertex_array_bgra) }, { PIPE_FORMAT_B8G8R8A8_UNORM } }, { { o(ARB_vertex_type_2_10_10_10_rev) }, { PIPE_FORMAT_R10G10B10A2_UNORM, PIPE_FORMAT_B10G10R10A2_UNORM, PIPE_FORMAT_R10G10B10A2_SNORM, PIPE_FORMAT_B10G10R10A2_SNORM, PIPE_FORMAT_R10G10B10A2_USCALED, PIPE_FORMAT_B10G10R10A2_USCALED, PIPE_FORMAT_R10G10B10A2_SSCALED, PIPE_FORMAT_B10G10R10A2_SSCALED } }, { { o(ARB_vertex_type_10f_11f_11f_rev) }, { PIPE_FORMAT_R11G11B10_FLOAT } }, }; static const struct st_extension_format_mapping tbo_rgb32[] = { { {o(ARB_texture_buffer_object_rgb32) }, { PIPE_FORMAT_R32G32B32_FLOAT, PIPE_FORMAT_R32G32B32_UINT, PIPE_FORMAT_R32G32B32_SINT, } }, }; /* * Extensions that are supported by all Gallium drivers: */ extensions->ARB_ES2_compatibility = GL_TRUE; extensions->ARB_draw_elements_base_vertex = GL_TRUE; extensions->ARB_explicit_attrib_location = GL_TRUE; extensions->ARB_explicit_uniform_location = GL_TRUE; extensions->ARB_fragment_coord_conventions = GL_TRUE; extensions->ARB_fragment_program = GL_TRUE; extensions->ARB_fragment_shader = GL_TRUE; extensions->ARB_half_float_vertex = GL_TRUE; extensions->ARB_internalformat_query = GL_TRUE; extensions->ARB_internalformat_query2 = GL_TRUE; extensions->ARB_map_buffer_range = GL_TRUE; extensions->ARB_texture_border_clamp = GL_TRUE; /* XXX temp */ extensions->ARB_texture_cube_map = GL_TRUE; extensions->ARB_texture_env_combine = GL_TRUE; extensions->ARB_texture_env_crossbar = GL_TRUE; extensions->ARB_texture_env_dot3 = GL_TRUE; extensions->ARB_vertex_program = GL_TRUE; extensions->ARB_vertex_shader = GL_TRUE; extensions->EXT_blend_color = GL_TRUE; extensions->EXT_blend_func_separate = GL_TRUE; extensions->EXT_blend_minmax = GL_TRUE; extensions->EXT_gpu_program_parameters = GL_TRUE; extensions->EXT_pixel_buffer_object = GL_TRUE; extensions->EXT_point_parameters = GL_TRUE; extensions->EXT_provoking_vertex = GL_TRUE; extensions->EXT_texture_env_dot3 = GL_TRUE; extensions->ATI_fragment_shader = GL_TRUE; extensions->ATI_texture_env_combine3 = GL_TRUE; extensions->MESA_pack_invert = GL_TRUE; extensions->NV_fog_distance = GL_TRUE; extensions->NV_texture_env_combine4 = GL_TRUE; extensions->NV_texture_rectangle = GL_TRUE; extensions->OES_EGL_image = GL_TRUE; extensions->OES_EGL_image_external = GL_TRUE; extensions->OES_draw_texture = GL_TRUE; /* Expose the extensions which directly correspond to gallium caps. */ for (i = 0; i < ARRAY_SIZE(cap_mapping); i++) { if (screen->get_param(screen, cap_mapping[i].cap)) { extension_table[cap_mapping[i].extension_offset] = GL_TRUE; } } /* Expose the extensions which directly correspond to gallium formats. */ init_format_extensions(screen, extensions, rendertarget_mapping, ARRAY_SIZE(rendertarget_mapping), PIPE_TEXTURE_2D, PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW); init_format_extensions(screen, extensions, depthstencil_mapping, ARRAY_SIZE(depthstencil_mapping), PIPE_TEXTURE_2D, PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_SAMPLER_VIEW); init_format_extensions(screen, extensions, texture_mapping, ARRAY_SIZE(texture_mapping), PIPE_TEXTURE_2D, PIPE_BIND_SAMPLER_VIEW); init_format_extensions(screen, extensions, vertex_mapping, ARRAY_SIZE(vertex_mapping), PIPE_BUFFER, PIPE_BIND_VERTEX_BUFFER); /* Figure out GLSL support and set GLSLVersion to it. */ consts->GLSLVersion = screen->get_param(screen, PIPE_CAP_GLSL_FEATURE_LEVEL); _mesa_override_glsl_version(consts); if (options->force_glsl_version > 0 && options->force_glsl_version <= consts->GLSLVersion) { consts->ForceGLSLVersion = options->force_glsl_version; } if (consts->GLSLVersion >= 400) extensions->ARB_gpu_shader5 = GL_TRUE; if (consts->GLSLVersion >= 410) extensions->ARB_shader_precision = GL_TRUE; /* This extension needs full OpenGL 3.2, but we don't know if that's * supported at this point. Only check the GLSL version. */ if (consts->GLSLVersion >= 150 && screen->get_param(screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT)) { extensions->AMD_vertex_shader_layer = GL_TRUE; } if (consts->GLSLVersion >= 140) { if (screen->get_param(screen, PIPE_CAP_TGSI_ARRAY_COMPONENTS) && screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_PREFERRED_IR) == PIPE_SHADER_IR_TGSI) extensions->ARB_enhanced_layouts = GL_TRUE; } if (consts->GLSLVersion >= 130) { consts->NativeIntegers = GL_TRUE; consts->MaxClipPlanes = 8; if (screen->get_param(screen, PIPE_CAP_VERTEXID_NOBASE)) { consts->VertexID_is_zero_based = GL_TRUE; } /* Extensions that either depend on GLSL 1.30 or are a subset thereof. */ extensions->ARB_conservative_depth = GL_TRUE; extensions->ARB_shading_language_packing = GL_TRUE; extensions->OES_depth_texture_cube_map = GL_TRUE; extensions->ARB_shading_language_420pack = GL_TRUE; extensions->ARB_texture_query_levels = GL_TRUE; extensions->ARB_shader_subroutine = GL_TRUE; if (!options->disable_shader_bit_encoding) { extensions->ARB_shader_bit_encoding = GL_TRUE; } extensions->EXT_shader_integer_mix = GL_TRUE; extensions->ARB_arrays_of_arrays = GL_TRUE; extensions->MESA_shader_integer_functions = GL_TRUE; } else { /* Optional integer support for GLSL 1.2. */ if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_INTEGERS) && screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_INTEGERS)) { consts->NativeIntegers = GL_TRUE; extensions->EXT_shader_integer_mix = GL_TRUE; } /* Integer textures make no sense before GLSL 1.30 */ extensions->EXT_texture_integer = GL_FALSE; } consts->GLSLZeroInit = options->glsl_zero_init; consts->UniformBooleanTrue = consts->NativeIntegers ? ~0U : fui(1.0f); /* Below are the cases which cannot be moved into tables easily. */ if (!has_lib_dxtc && !options->force_s3tc_enable) { extensions->EXT_texture_compression_s3tc = GL_FALSE; extensions->ANGLE_texture_compression_dxt = GL_FALSE; } if (screen->get_shader_param(screen, PIPE_SHADER_TESS_CTRL, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) { extensions->ARB_tessellation_shader = GL_TRUE; } /* What this is really checking for is the ability to support multiple * invocations of a geometry shader. There is no separate cap for that, so * we check the GLSLVersion. */ if (consts->GLSLVersion >= 400 && screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) { extensions->OES_geometry_shader = GL_TRUE; } if (screen->fence_finish) { extensions->ARB_sync = GL_TRUE; } /* Needs PIPE_CAP_SAMPLE_SHADING + all the sample-related bits of * ARB_gpu_shader5. This enables all the per-sample shading ES extensions. */ extensions->OES_sample_variables = extensions->ARB_sample_shading && extensions->ARB_gpu_shader5; /* Maximum sample count. */ { enum pipe_format color_formats[] = { PIPE_FORMAT_R8G8B8A8_UNORM, PIPE_FORMAT_B8G8R8A8_UNORM, PIPE_FORMAT_A8R8G8B8_UNORM, PIPE_FORMAT_A8B8G8R8_UNORM, }; enum pipe_format depth_formats[] = { PIPE_FORMAT_Z16_UNORM, PIPE_FORMAT_Z24X8_UNORM, PIPE_FORMAT_X8Z24_UNORM, PIPE_FORMAT_Z32_UNORM, PIPE_FORMAT_Z32_FLOAT }; enum pipe_format int_formats[] = { PIPE_FORMAT_R8G8B8A8_SINT }; enum pipe_format void_formats[] = { PIPE_FORMAT_NONE }; consts->MaxSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats), color_formats, 16, PIPE_BIND_RENDER_TARGET); consts->MaxImageSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats), color_formats, 16, PIPE_BIND_SHADER_IMAGE); consts->MaxColorTextureSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats), color_formats, consts->MaxSamples, PIPE_BIND_SAMPLER_VIEW); consts->MaxDepthTextureSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(depth_formats), depth_formats, consts->MaxSamples, PIPE_BIND_SAMPLER_VIEW); consts->MaxIntegerSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(int_formats), int_formats, consts->MaxSamples, PIPE_BIND_SAMPLER_VIEW); /* ARB_framebuffer_no_attachments, assume max no. of samples 32 */ consts->MaxFramebufferSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(void_formats), void_formats, 32, PIPE_BIND_RENDER_TARGET); } if (consts->MaxSamples == 1) { /* one sample doesn't really make sense */ consts->MaxSamples = 0; } else if (consts->MaxSamples >= 2) { extensions->EXT_framebuffer_multisample = GL_TRUE; extensions->EXT_framebuffer_multisample_blit_scaled = GL_TRUE; } if (consts->MaxSamples == 0 && screen->get_param(screen, PIPE_CAP_FAKE_SW_MSAA)) { consts->FakeSWMSAA = GL_TRUE; extensions->EXT_framebuffer_multisample = GL_TRUE; extensions->EXT_framebuffer_multisample_blit_scaled = GL_TRUE; extensions->ARB_texture_multisample = GL_TRUE; } if (consts->MaxDualSourceDrawBuffers > 0 && !options->disable_blend_func_extended) extensions->ARB_blend_func_extended = GL_TRUE; if (screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED) || extensions->ARB_timer_query) { extensions->EXT_timer_query = GL_TRUE; } if (extensions->ARB_transform_feedback2 && extensions->ARB_draw_instanced) { extensions->ARB_transform_feedback_instanced = GL_TRUE; } if (options->force_glsl_extensions_warn) consts->ForceGLSLExtensionsWarn = 1; if (options->disable_glsl_line_continuations) consts->DisableGLSLLineContinuations = 1; if (options->allow_glsl_extension_directive_midshader) consts->AllowGLSLExtensionDirectiveMidShader = GL_TRUE; consts->MinMapBufferAlignment = screen->get_param(screen, PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT); if (extensions->ARB_texture_buffer_object) { consts->MaxTextureBufferSize = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE), (1u << 31) - 1); consts->TextureBufferOffsetAlignment = screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT); if (consts->TextureBufferOffsetAlignment) extensions->ARB_texture_buffer_range = GL_TRUE; init_format_extensions(screen, extensions, tbo_rgb32, ARRAY_SIZE(tbo_rgb32), PIPE_BUFFER, PIPE_BIND_SAMPLER_VIEW); } extensions->OES_texture_buffer = extensions->ARB_texture_buffer_object && extensions->ARB_texture_buffer_range && extensions->ARB_texture_buffer_object_rgb32 && extensions->ARB_shader_image_load_store; /* Unpacking a varying in the fragment shader costs 1 texture indirection. * If the number of available texture indirections is very limited, then we * prefer to disable varying packing rather than run the risk of varying * packing preventing a shader from running. */ if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS) <= 8) { /* We can't disable varying packing if transform feedback is available, * because transform feedback code assumes a packed varying layout. */ if (!extensions->EXT_transform_feedback) consts->DisableVaryingPacking = GL_TRUE; } consts->MaxViewports = screen->get_param(screen, PIPE_CAP_MAX_VIEWPORTS); if (consts->MaxViewports >= 16) { if (consts->GLSLVersion >= 400) { consts->ViewportBounds.Min = -32768.0; consts->ViewportBounds.Max = 32767.0; } else { consts->ViewportBounds.Min = -16384.0; consts->ViewportBounds.Max = 16383.0; } extensions->ARB_viewport_array = GL_TRUE; extensions->ARB_fragment_layer_viewport = GL_TRUE; if (extensions->AMD_vertex_shader_layer) extensions->AMD_vertex_shader_viewport_index = GL_TRUE; } /* ARB_framebuffer_no_attachments */ if (screen->get_param(screen, PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT) && ((consts->MaxSamples >= 4 && consts->MaxFramebufferLayers >= 2048) || (consts->MaxFramebufferSamples >= consts->MaxSamples && consts->MaxFramebufferLayers >= consts->MaxArrayTextureLayers))) extensions->ARB_framebuffer_no_attachments = GL_TRUE; /* GL_ARB_ES3_compatibility. * * Assume that ES3 is supported if GLSL 3.30 is supported. * (OpenGL 3.3 is a requirement for that extension.) */ if (consts->GLSLVersion >= 330 && /* Requirements for ETC2 emulation. */ screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R16_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R16G16_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R16_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R16G16_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { extensions->ARB_ES3_compatibility = GL_TRUE; } #ifdef HAVE_ST_VDPAU if (screen->get_video_param && screen->get_video_param(screen, PIPE_VIDEO_PROFILE_UNKNOWN, PIPE_VIDEO_ENTRYPOINT_BITSTREAM, PIPE_VIDEO_CAP_SUPPORTS_INTERLACED)) { extensions->NV_vdpau_interop = GL_TRUE; } #endif if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_DOUBLES) && screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_DOUBLES)) { extensions->ARB_gpu_shader_fp64 = GL_TRUE; extensions->ARB_vertex_attrib_64bit = GL_TRUE; } if ((ST_DEBUG & DEBUG_GREMEDY) && screen->get_param(screen, PIPE_CAP_STRING_MARKER)) extensions->GREMEDY_string_marker = GL_TRUE; if (screen->get_param(screen, PIPE_CAP_COMPUTE)) { int compute_supported_irs = screen->get_shader_param(screen, PIPE_SHADER_COMPUTE, PIPE_SHADER_CAP_SUPPORTED_IRS); if (compute_supported_irs & (1 << PIPE_SHADER_IR_TGSI)) { uint64_t grid_size[3], block_size[3]; uint64_t max_local_size, max_threads_per_block; screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI, PIPE_COMPUTE_CAP_MAX_GRID_SIZE, grid_size); screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI, PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE, block_size); screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI, PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK, &max_threads_per_block); screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI, PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE, &max_local_size); consts->MaxComputeWorkGroupInvocations = max_threads_per_block; consts->MaxComputeSharedMemorySize = max_local_size; for (i = 0; i < 3; i++) { consts->MaxComputeWorkGroupCount[i] = grid_size[i]; consts->MaxComputeWorkGroupSize[i] = block_size[i]; } extensions->ARB_compute_shader = extensions->ARB_shader_image_load_store && extensions->ARB_shader_atomic_counters; if (extensions->ARB_compute_shader) { uint64_t max_variable_threads_per_block = 0; screen->get_compute_param(screen, PIPE_SHADER_IR_TGSI, PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK, &max_variable_threads_per_block); for (i = 0; i < 3; i++) { /* Clamp the values to avoid having a local work group size * greater than the maximum number of invocations. */ consts->MaxComputeVariableGroupSize[i] = MIN2(consts->MaxComputeWorkGroupSize[i], max_variable_threads_per_block); } consts->MaxComputeVariableGroupInvocations = max_variable_threads_per_block; extensions->ARB_compute_variable_group_size = max_variable_threads_per_block > 0; } } } extensions->KHR_robustness = extensions->ARB_robust_buffer_access_behavior; /* If we support ES 3.1, we support the ES3_1_compatibility ext. However * there's no clean way of telling whether we would support ES 3.1 from * here, so copy the condition from compute_version_es2 here. A lot of * these are redunant, but simpler to just have a (near-)exact copy here. */ extensions->ARB_ES3_1_compatibility = extensions->ARB_ES3_compatibility && extensions->ARB_arrays_of_arrays && extensions->ARB_compute_shader && extensions->ARB_draw_indirect && extensions->ARB_explicit_uniform_location && extensions->ARB_framebuffer_no_attachments && extensions->ARB_shader_atomic_counters && extensions->ARB_shader_image_load_store && extensions->ARB_shader_image_size && extensions->ARB_shader_storage_buffer_object && extensions->ARB_shading_language_packing && extensions->ARB_stencil_texturing && extensions->ARB_texture_multisample && extensions->ARB_gpu_shader5 && extensions->EXT_shader_integer_mix; extensions->OES_texture_cube_map_array = extensions->ARB_ES3_1_compatibility && extensions->OES_geometry_shader && extensions->ARB_texture_cube_map_array; extensions->OES_viewport_array = extensions->ARB_ES3_1_compatibility && extensions->OES_geometry_shader && extensions->ARB_viewport_array; extensions->OES_primitive_bounding_box = extensions->ARB_ES3_1_compatibility; consts->NoPrimitiveBoundingBoxOutput = true; extensions->ANDROID_extension_pack_es31a = extensions->KHR_texture_compression_astc_ldr && extensions->KHR_blend_equation_advanced && extensions->OES_sample_variables && extensions->ARB_shader_image_load_store && extensions->ARB_texture_stencil8 && extensions->ARB_texture_multisample && extensions->OES_copy_image && extensions->ARB_draw_buffers_blend && extensions->OES_geometry_shader && extensions->ARB_gpu_shader5 && extensions->OES_primitive_bounding_box && extensions->ARB_tessellation_shader && extensions->ARB_texture_border_clamp && extensions->OES_texture_buffer && extensions->OES_texture_cube_map_array && extensions->EXT_texture_sRGB_decode; /* Same deal as for ARB_ES3_1_compatibility - this has to be computed * before overall versions are selected. Also it's actually a subset of ES * 3.2, since it doesn't require ASTC or advanced blending. */ extensions->ARB_ES3_2_compatibility = extensions->ARB_ES3_1_compatibility && extensions->KHR_robustness && extensions->ARB_copy_image && extensions->ARB_draw_buffers_blend && extensions->ARB_draw_elements_base_vertex && extensions->OES_geometry_shader && extensions->ARB_gpu_shader5 && extensions->ARB_sample_shading && extensions->ARB_tessellation_shader && extensions->ARB_texture_border_clamp && extensions->OES_texture_buffer && extensions->ARB_texture_cube_map_array && extensions->ARB_texture_stencil8 && extensions->ARB_texture_multisample; }