blob: 5ccc5d9b0e2f6ffbba4469e2b3ca69b80239e0fc [file] [log] [blame]
/**************************************************************************
*
* 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;
}
c->GLSLOptimizeConservatively =
screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
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_INTERLEAVE_BUFFERS },
{ o(KHR_blend_equation_advanced), PIPE_CAP_TGSI_FS_FBFETCH },
{ 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;
}