blob: 7343c4777f412f1205a628e3cc78ab03fa17a933 [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 "compiler/nir/nir.h"
#include "main/context.h"
#include "main/macros.h"
#include "main/spirv_extensions.h"
#include "main/version.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "tgsi/tgsi_from_mesa.h"
#include "util/u_math.h"
#include "util/u_memory.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;
bool can_ubo = true;
int temp;
c->MaxTextureSize = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_SIZE);
c->MaxTextureSize = MIN2(c->MaxTextureSize, 1 << (MAX_TEXTURE_LEVELS - 1));
c->MaxTextureMbytes = MAX2(c->MaxTextureMbytes,
screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_MB));
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(c->MaxTextureSize, 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->SubPixelBits =
screen->get_param(screen, PIPE_CAP_RASTERIZER_SUBPIXEL_BITS);
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));
c->MinPointSize = 1.0f;
c->MinPointSizeAA = 1.0f;
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);
/* GL45-CTS.enhanced_layouts.ssb_member_invalid_offset_alignment fails if
* this is larger than INT_MAX - 100. Use a nicely aligned limit.
*/
c->MaxUniformBlockSize = MIN2(c->MaxUniformBlockSize, INT_MAX - 127);
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;
const nir_shader_compiler_options *nir_options = NULL;
bool prefer_nir = PIPE_SHADER_IR_NIR ==
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_PREFERRED_IR);
if (screen->get_compiler_options && prefer_nir) {
nir_options = (const nir_shader_compiler_options *)
screen->get_compiler_options(screen, PIPE_SHADER_IR_NIR, sh);
}
const gl_shader_stage stage = tgsi_processor_to_shader_stage(sh);
pc = &c->Program[stage];
options = &c->ShaderCompilerOptions[stage];
c->ShaderCompilerOptions[stage].NirOptions = nir_options;
if (sh == PIPE_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) |
(1 << PIPE_SHADER_IR_NIR))))
continue;
}
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->MaxUniformComponents =
screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / 4;
pc->MaxUniformComponents = MIN2(pc->MaxUniformComponents,
MAX_UNIFORMS * 4);
/* For ARB programs, prog_src_register::Index is a signed 13-bit number.
* This gives us a limit of 4096 values - but we may need to generate
* internal values in addition to what the source program uses. So, we
* drop the limit one step lower, to 2048, to be safe.
*/
pc->MaxParameters =
pc->MaxNativeParameters = MIN2(pc->MaxUniformComponents / 4, 2048);
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->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 +
(uint64_t)c->MaxUniformBlockSize / 4 * pc->MaxUniformBlocks;
pc->MaxShaderStorageBlocks =
screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_SHADER_BUFFERS);
temp = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS);
if (temp) {
/*
* for separate atomic counters get the actual hw limits
* per stage on atomic counters and buffers
*/
pc->MaxAtomicCounters = temp;
pc->MaxAtomicBuffers = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS);
} else if (pc->MaxShaderStorageBlocks) {
pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
/*
* without separate atomic counters, reserve half of the available
* SSBOs for atomic buffers, and the other half for normal SSBOs.
*/
pc->MaxAtomicBuffers = pc->MaxShaderStorageBlocks / 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->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);
if (!screen->get_param(screen, PIPE_CAP_NIR_COMPACT_ARRAYS))
options->LowerCombinedClipCullDistance = true;
/* NIR can do the lowering on our behalf and we'll get better results
* because it can actually optimize SSBO access.
*/
options->LowerBufferInterfaceBlocks = !prefer_nir;
if (sh == PIPE_SHADER_VERTEX || sh == PIPE_SHADER_GEOMETRY) {
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;
}
options->LowerPrecisionFloat16 =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16);
options->LowerPrecisionDerivatives =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16_DERIVATIVES);
options->LowerPrecisionInt16 =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_INT16);
options->LowerPrecisionConstants =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_GLSL_16BIT_CONSTS);
}
c->MaxUserAssignableUniformLocations =
c->Program[MESA_SHADER_VERTEX].MaxUniformComponents +
c->Program[MESA_SHADER_TESS_CTRL].MaxUniformComponents +
c->Program[MESA_SHADER_TESS_EVAL].MaxUniformComponents +
c->Program[MESA_SHADER_GEOMETRY].MaxUniformComponents +
c->Program[MESA_SHADER_FRAGMENT].MaxUniformComponents;
c->GLSLOptimizeConservatively =
screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
c->GLSLLowerConstArrays =
screen->get_param(screen, PIPE_CAP_PREFER_IMM_ARRAYS_AS_CONSTBUF);
c->GLSLTessLevelsAsInputs =
screen->get_param(screen, PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS);
c->LowerTessLevel =
!screen->get_param(screen, PIPE_CAP_NIR_COMPACT_ARRAYS);
c->LowerCsDerivedVariables =
!screen->get_param(screen, PIPE_CAP_CS_DERIVED_SYSTEM_VALUES_SUPPORTED);
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);
c->MaxVarying = screen->get_param(screen, PIPE_CAP_MAX_VARYINGS);
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->MaxGeometryShaderInvocations =
screen->get_param(screen, PIPE_CAP_MAX_GS_INVOCATIONS);
c->MaxTessPatchComponents =
MIN2(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);
/* The value cannot be larger than that since pipe_vertex_buffer::src_offset
* is only 16 bits.
*/
temp = screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ELEMENT_SRC_OFFSET);
c->MaxVertexAttribRelativeOffset = MIN2(0xffff, temp);
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->GLSLPointCoordIsSysVal =
screen->get_param(screen, PIPE_CAP_TGSI_FS_POINT_IS_SYSVAL);
c->GLSLFrontFacingIsSysVal =
screen->get_param(screen, PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL);
/* GL_ARB_get_program_binary */
if (screen->get_disk_shader_cache && screen->get_disk_shader_cache(screen))
c->NumProgramBinaryFormats = 1;
c->MaxAtomicBufferBindings =
c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
c->MaxAtomicBufferSize =
c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters * ATOMIC_COUNTER_SIZE;
c->MaxCombinedAtomicBuffers =
MIN2(screen->get_param(screen,
PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTER_BUFFERS),
MAX_COMBINED_ATOMIC_BUFFERS);
if (!c->MaxCombinedAtomicBuffers) {
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);
}
c->MaxCombinedAtomicCounters =
screen->get_param(screen, PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTERS);
if (!c->MaxCombinedAtomicCounters)
c->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
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 =
MIN2(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_BUFFERS),
MAX_COMBINED_SHADER_STORAGE_BUFFERS);
if (!c->MaxCombinedShaderStorageBlocks) {
c->MaxCombinedShaderStorageBlocks =
c->Program[MESA_SHADER_VERTEX].MaxShaderStorageBlocks +
c->Program[MESA_SHADER_TESS_CTRL].MaxShaderStorageBlocks +
c->Program[MESA_SHADER_TESS_EVAL].MaxShaderStorageBlocks +
c->Program[MESA_SHADER_GEOMETRY].MaxShaderStorageBlocks +
c->Program[MESA_SHADER_FRAGMENT].MaxShaderStorageBlocks;
assert(c->MaxCombinedShaderStorageBlocks < MAX_COMBINED_SHADER_STORAGE_BUFFERS);
}
c->MaxShaderStorageBufferBindings = c->MaxCombinedShaderStorageBlocks;
c->MaxCombinedShaderOutputResources +=
c->MaxCombinedShaderStorageBlocks;
c->MaxShaderStorageBlockSize =
screen->get_param(screen, PIPE_CAP_MAX_SHADER_BUFFER_SIZE);
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);
c->SparseBufferPageSize =
screen->get_param(screen, PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE);
c->AllowMappedBuffersDuringExecution =
screen->get_param(screen, PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION);
c->BufferCreateMapUnsynchronizedThreadSafe =
screen->get_param(screen, PIPE_CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE);
c->UseSTD430AsDefaultPacking =
screen->get_param(screen, PIPE_CAP_LOAD_CONSTBUF);
c->MaxSubpixelPrecisionBiasBits =
screen->get_param(screen, PIPE_CAP_MAX_CONSERVATIVE_RASTER_SUBPIXEL_PRECISION_BIAS);
c->ConservativeRasterDilateRange[0] =
screen->get_paramf(screen, PIPE_CAPF_MIN_CONSERVATIVE_RASTER_DILATE);
c->ConservativeRasterDilateRange[1] =
screen->get_paramf(screen, PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE);
c->ConservativeRasterDilateGranularity =
screen->get_paramf(screen, PIPE_CAPF_CONSERVATIVE_RASTER_DILATE_GRANULARITY);
/* limit the max combined shader output resources to a driver limit */
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->AllowDynamicVAOFastPath = true;
c->glBeginEndBufferSize =
screen->get_param(screen, PIPE_CAP_GL_BEGIN_END_BUFFER_SIZE);
}
/**
* 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, 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,
const 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, i, bind)) {
return i;
}
}
}
return 0;
}
static unsigned
get_max_samples_for_formats_advanced(struct pipe_screen *screen,
unsigned num_formats,
const enum pipe_format *formats,
unsigned max_samples,
unsigned num_storage_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, num_storage_samples, 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,
gl_api api)
{
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_bindless_texture), PIPE_CAP_BINDLESS_TEXTURE },
{ 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_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_gpu_shader_int64), PIPE_CAP_INT64 },
{ o(ARB_gl_spirv), PIPE_CAP_GL_SPIRV },
{ 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_pipeline_statistics_query), PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE },
{ o(ARB_point_sprite), PIPE_CAP_POINT_SPRITE },
{ o(ARB_polygon_offset_clamp), PIPE_CAP_POLYGON_OFFSET_CLAMP },
{ o(ARB_post_depth_coverage), PIPE_CAP_POST_DEPTH_COVERAGE },
{ 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_sample_locations), PIPE_CAP_PROGRAMMABLE_SAMPLE_LOCATIONS },
{ o(ARB_seamless_cube_map), PIPE_CAP_SEAMLESS_CUBE_MAP },
{ o(ARB_shader_ballot), PIPE_CAP_TGSI_BALLOT },
{ o(ARB_shader_clock), PIPE_CAP_TGSI_CLOCK },
{ o(ARB_shader_draw_parameters), PIPE_CAP_DRAW_PARAMETERS },
{ o(ARB_shader_group_vote), PIPE_CAP_TGSI_VOTE },
{ o(EXT_shader_image_load_formatted), PIPE_CAP_IMAGE_LOAD_FORMATTED },
{ o(EXT_shader_image_load_store), PIPE_CAP_TGSI_ATOMINC_WRAP },
{ 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_FRAGMENT_SHADER_TEXTURE_LOD },
{ o(ARB_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ o(ARB_sparse_buffer), PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE },
{ o(ARB_spirv_extensions), PIPE_CAP_GL_SPIRV },
{ 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_TO_EDGE },
{ 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(ARB_transform_feedback_overflow_query), PIPE_CAP_QUERY_SO_OVERFLOW },
{ o(ARB_fragment_shader_interlock), PIPE_CAP_FRAGMENT_SHADER_INTERLOCK },
{ o(EXT_blend_equation_separate), PIPE_CAP_BLEND_EQUATION_SEPARATE },
{ o(EXT_demote_to_helper_invocation), PIPE_CAP_DEMOTE_TO_HELPER_INVOCATION },
{ o(EXT_depth_bounds_test), PIPE_CAP_DEPTH_BOUNDS_TEST },
{ o(EXT_disjoint_timer_query), PIPE_CAP_QUERY_TIMESTAMP },
{ o(EXT_draw_buffers2), PIPE_CAP_INDEP_BLEND_ENABLE },
{ o(EXT_memory_object), PIPE_CAP_MEMOBJ },
{ o(EXT_memory_object_fd), PIPE_CAP_MEMOBJ },
{ o(EXT_multisampled_render_to_texture), PIPE_CAP_SURFACE_SAMPLE_COUNT },
{ o(EXT_semaphore), PIPE_CAP_FENCE_SIGNAL },
{ o(EXT_semaphore_fd), PIPE_CAP_FENCE_SIGNAL },
{ o(EXT_shader_samples_identical), PIPE_CAP_SHADER_SAMPLES_IDENTICAL },
{ 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_shadow_lod), PIPE_CAP_TEXTURE_SHADOW_LOD },
{ 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_depth_clamp_separate), PIPE_CAP_DEPTH_CLIP_DISABLE_SEPARATE },
{ o(AMD_framebuffer_multisample_advanced), PIPE_CAP_FRAMEBUFFER_MSAA_CONSTRAINTS },
{ 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_texture_mirror_once), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
{ o(INTEL_conservative_rasterization), PIPE_CAP_CONSERVATIVE_RASTER_INNER_COVERAGE },
{ o(INTEL_shader_atomic_float_minmax), PIPE_CAP_ATOMIC_FLOAT_MINMAX },
{ o(MESA_tile_raster_order), PIPE_CAP_TILE_RASTER_ORDER },
{ o(NV_alpha_to_coverage_dither_control), PIPE_CAP_ALPHA_TO_COVERAGE_DITHER_CONTROL },
{ o(NV_compute_shader_derivatives), PIPE_CAP_COMPUTE_SHADER_DERIVATIVES },
{ o(NV_conditional_render), PIPE_CAP_CONDITIONAL_RENDER },
{ o(NV_fill_rectangle), PIPE_CAP_POLYGON_MODE_FILL_RECTANGLE },
{ o(NV_primitive_restart), PIPE_CAP_PRIMITIVE_RESTART },
{ o(NV_shader_atomic_float), PIPE_CAP_TGSI_ATOMFADD },
{ o(NV_shader_atomic_int64), PIPE_CAP_SHADER_ATOMIC_INT64 },
{ o(NV_texture_barrier), PIPE_CAP_TEXTURE_BARRIER },
{ o(NV_viewport_array2), PIPE_CAP_VIEWPORT_MASK },
{ o(NV_viewport_swizzle), PIPE_CAP_VIEWPORT_SWIZZLE },
{ 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_FRAGMENT_SHADER_DERIVATIVES },
{ 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 */
static const struct st_extension_format_mapping rendertarget_mapping[] = {
{ { 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_sRGB) },
{ PIPE_FORMAT_A8B8G8R8_SRGB,
PIPE_FORMAT_B8G8R8A8_SRGB,
PIPE_FORMAT_R8G8B8A8_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 } },
{ { 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_R8G8B8A8_SNORM,
PIPE_FORMAT_R16_SNORM,
PIPE_FORMAT_R16G16_SNORM,
PIPE_FORMAT_R16G16B16A16_SNORM } },
{ { o(EXT_color_buffer_half_float) },
{ PIPE_FORMAT_R16_FLOAT,
PIPE_FORMAT_R16G16_FLOAT,
PIPE_FORMAT_R16G16B16X16_FLOAT,
PIPE_FORMAT_R16G16B16A16_FLOAT } },
};
/* Required: render target, sampler, and blending */
static const struct st_extension_format_mapping rt_blendable[] = {
{ { o(EXT_float_blend) },
{ PIPE_FORMAT_R32G32B32A32_FLOAT } },
};
/* 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(EXT_texture_compression_s3tc_srgb) },
{ PIPE_FORMAT_DXT1_SRGB,
PIPE_FORMAT_DXT1_SRGBA,
PIPE_FORMAT_DXT3_SRGBA,
PIPE_FORMAT_DXT5_SRGBA } },
{ { 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(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,
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 } },
/* ASTC software fallback support. */
{ { o(KHR_texture_compression_astc_ldr),
o(KHR_texture_compression_astc_sliced_3d) },
{ PIPE_FORMAT_R8G8B8A8_UNORM,
PIPE_FORMAT_R8G8B8A8_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,
PIPE_FORMAT_A8R8G8B8_SRGB,
PIPE_FORMAT_R8G8B8A8_SRGB},
GL_TRUE }, /* at least one format must be supported */
{ { o(EXT_texture_sRGB_R8) },
{ PIPE_FORMAT_R8_SRGB },
GL_TRUE },
{ { o(EXT_texture_type_2_10_10_10_REV) },
{ PIPE_FORMAT_R10G10B10A2_UNORM,
PIPE_FORMAT_B10G10R10A2_UNORM },
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 */
{ { o(AMD_compressed_ATC_texture) },
{ PIPE_FORMAT_ATC_RGB,
PIPE_FORMAT_ATC_RGBA_EXPLICIT,
PIPE_FORMAT_ATC_RGBA_INTERPOLATED } },
};
/* 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_depth_texture = 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_sync = GL_TRUE;
extensions->ARB_texture_border_clamp = GL_TRUE;
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_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->EXT_provoking_vertex = GL_TRUE;
extensions->EXT_stencil_two_side = GL_TRUE;
extensions->EXT_texture_env_dot3 = GL_TRUE;
extensions->ATI_fragment_shader = GL_TRUE;
extensions->ATI_texture_env_combine3 = 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->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, rt_blendable,
ARRAY_SIZE(rt_blendable), PIPE_TEXTURE_2D,
PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW |
PIPE_BIND_BLENDABLE);
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);
consts->GLSLVersionCompat =
screen->get_param(screen, PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY);
const unsigned ESSLVersion =
screen->get_param(screen, PIPE_CAP_ESSL_FEATURE_LEVEL);
const unsigned GLSLVersion =
api == API_OPENGL_COMPAT ? consts->GLSLVersionCompat :
consts->GLSLVersion;
_mesa_override_glsl_version(consts);
if (options->force_glsl_version > 0 &&
options->force_glsl_version <= GLSLVersion) {
consts->ForceGLSLVersion = options->force_glsl_version;
}
consts->AllowExtraPPTokens = options->allow_extra_pp_tokens;
consts->AllowHigherCompatVersion = options->allow_higher_compat_version;
consts->ForceGLSLAbsSqrt = options->force_glsl_abs_sqrt;
consts->AllowGLSLBuiltinVariableRedeclaration = options->allow_glsl_builtin_variable_redeclaration;
consts->dri_config_options_sha1 = options->config_options_sha1;
consts->AllowGLSLCrossStageInterpolationMismatch = options->allow_glsl_cross_stage_interpolation_mismatch;
consts->PrimitiveRestartFixedIndex =
screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART_FIXED_INDEX);
/* Technically we are turning on the EXT_gpu_shader5 extension,
* ARB_gpu_shader5 does not exist in GLES, but this flag is what
* switches on EXT_gpu_shader5:
*/
if (api == API_OPENGLES2 && ESSLVersion >= 320)
extensions->ARB_gpu_shader5 = GL_TRUE;
if (GLSLVersion >= 400 && !options->disable_arb_gpu_shader5)
extensions->ARB_gpu_shader5 = GL_TRUE;
if (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 (GLSLVersion >= 150 &&
screen->get_param(screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT)) {
extensions->AMD_vertex_shader_layer = GL_TRUE;
}
if (GLSLVersion >= 140) {
/* Since GLSL 1.40 has support for all of the features of gpu_shader4,
* we can always expose it if the driver can do 140. Supporting
* gpu_shader4 on drivers without GLSL 1.40 is left for a future
* pipe cap.
*/
extensions->EXT_gpu_shader4 = GL_TRUE;
extensions->EXT_texture_buffer_object = GL_TRUE;
if (screen->get_param(screen, PIPE_CAP_TGSI_ARRAY_COMPONENTS))
extensions->ARB_enhanced_layouts = GL_TRUE;
}
if (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_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;
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,
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;
}
if (options->glsl_zero_init) {
consts->GLSLZeroInit = 1;
} else {
consts->GLSLZeroInit = screen->get_param(screen, PIPE_CAP_GLSL_ZERO_INIT);
}
consts->ForceGLNamesReuse = options->force_gl_names_reuse;
consts->ForceIntegerTexNearest = options->force_integer_tex_nearest;
consts->VendorOverride = options->force_gl_vendor;
consts->UniformBooleanTrue = consts->NativeIntegers ? ~0U : fui(1.0f);
/* Below are the cases which cannot be moved into tables easily. */
/* The compatibility profile also requires GLSLVersionCompat >= 400. */
if (screen->get_shader_param(screen, PIPE_SHADER_TESS_CTRL,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0 &&
(api != API_OPENGL_COMPAT || consts->GLSLVersionCompat >= 400)) {
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 ((GLSLVersion >= 400 || ESSLVersion >= 310) &&
screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
extensions->OES_geometry_shader = 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. */
{
static const enum pipe_format color_formats[] = {
PIPE_FORMAT_R8G8B8A8_UNORM,
PIPE_FORMAT_B8G8R8A8_UNORM,
PIPE_FORMAT_A8R8G8B8_UNORM,
PIPE_FORMAT_A8B8G8R8_UNORM,
};
static const 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
};
static const enum pipe_format int_formats[] = {
PIPE_FORMAT_R8G8B8A8_SINT
};
static const 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 (extensions->AMD_framebuffer_multisample_advanced) {
/* AMD_framebuffer_multisample_advanced */
/* This can be greater than storage samples. */
consts->MaxColorFramebufferSamples =
get_max_samples_for_formats_advanced(screen,
ARRAY_SIZE(color_formats),
color_formats, 16,
consts->MaxSamples,
PIPE_BIND_RENDER_TARGET);
/* If the driver supports N color samples, it means it supports
* N samples and N storage samples. N samples >= N storage
* samples.
*/
consts->MaxColorFramebufferStorageSamples = consts->MaxSamples;
consts->MaxDepthStencilFramebufferSamples =
consts->MaxDepthTextureSamples;
assert(consts->MaxColorFramebufferSamples >=
consts->MaxDepthStencilFramebufferSamples);
assert(consts->MaxDepthStencilFramebufferSamples >=
consts->MaxColorFramebufferStorageSamples);
consts->NumSupportedMultisampleModes = 0;
unsigned depth_samples_supported = 0;
for (unsigned samples = 2;
samples <= consts->MaxDepthStencilFramebufferSamples;
samples++) {
if (screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT,
PIPE_TEXTURE_2D, samples, samples,
PIPE_BIND_DEPTH_STENCIL))
depth_samples_supported |= 1 << samples;
}
for (unsigned samples = 2;
samples <= consts->MaxColorFramebufferSamples;
samples++) {
for (unsigned depth_samples = 2;
depth_samples <= samples; depth_samples++) {
if (!(depth_samples_supported & (1 << depth_samples)))
continue;
for (unsigned storage_samples = 2;
storage_samples <= depth_samples; storage_samples++) {
if (screen->is_format_supported(screen,
PIPE_FORMAT_R8G8B8A8_UNORM,
PIPE_TEXTURE_2D,
samples,
storage_samples,
PIPE_BIND_RENDER_TARGET)) {
unsigned i = consts->NumSupportedMultisampleModes;
assert(i < ARRAY_SIZE(consts->SupportedMultisampleModes));
consts->SupportedMultisampleModes[i].NumColorSamples =
samples;
consts->SupportedMultisampleModes[i].NumColorStorageSamples =
storage_samples;
consts->SupportedMultisampleModes[i].NumDepthStencilSamples =
depth_samples;
consts->NumSupportedMultisampleModes++;
}
}
}
}
}
}
if (consts->MaxSamples >= 2) {
/* Real MSAA support */
extensions->EXT_framebuffer_multisample = GL_TRUE;
extensions->EXT_framebuffer_multisample_blit_scaled = GL_TRUE;
}
else if (consts->MaxSamples > 0 &&
screen->get_param(screen, PIPE_CAP_FAKE_SW_MSAA)) {
/* fake MSAA support */
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;
if (options->allow_glsl_120_subset_in_110)
consts->AllowGLSL120SubsetIn110 = GL_TRUE;
if (options->allow_glsl_builtin_const_expression)
consts->AllowGLSLBuiltinConstantExpression = GL_TRUE;
if (options->allow_glsl_relaxed_es)
consts->AllowGLSLRelaxedES = GL_TRUE;
consts->MinMapBufferAlignment =
screen->get_param(screen, PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT);
/* The OpenGL Compatibility profile requires arbitrary buffer swizzling. */
if (api == API_OPENGL_COMPAT &&
screen->get_param(screen, PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY))
extensions->ARB_texture_buffer_object = GL_FALSE;
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;
extensions->EXT_framebuffer_sRGB =
screen->get_param(screen, PIPE_CAP_DEST_SURFACE_SRGB_CONTROL) &&
extensions->EXT_sRGB;
/* 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;
}
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);
if (screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_ADVANCED))
extensions->KHR_blend_equation_advanced = true;
if (max_fb_fetch_rts > 0) {
extensions->KHR_blend_equation_advanced = true;
extensions->KHR_blend_equation_advanced_coherent = coherent_fb_fetch;
if (max_fb_fetch_rts >=
screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS)) {
extensions->EXT_shader_framebuffer_fetch_non_coherent = true;
extensions->EXT_shader_framebuffer_fetch = coherent_fb_fetch;
}
}
consts->MaxViewports = screen->get_param(screen, PIPE_CAP_MAX_VIEWPORTS);
if (consts->MaxViewports >= 16) {
if (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;
}
if (extensions->AMD_vertex_shader_layer &&
extensions->AMD_vertex_shader_viewport_index &&
screen->get_param(screen, PIPE_CAP_TGSI_TES_LAYER_VIEWPORT))
extensions->ARB_shader_viewport_layer_array = 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.
* Check requirements for GLSL ES 3.00.
*/
if (GLSLVersion >= 130 &&
extensions->ARB_uniform_buffer_object &&
(extensions->NV_primitive_restart ||
consts->PrimitiveRestartFixedIndex) &&
screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS) >= 16 &&
/* Requirements for ETC2 emulation. */
screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_UNORM,
PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SRGB,
PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16_UNORM,
PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16G16_UNORM,
PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16_SNORM,
PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16G16_SNORM,
PIPE_TEXTURE_2D, 0, 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_param(screen, PIPE_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) |
(1 << PIPE_SHADER_IR_NIR))) {
enum pipe_shader_ir ir =
(compute_supported_irs & PIPE_SHADER_IR_NIR) ?
PIPE_SHADER_IR_NIR : 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, ir,
PIPE_COMPUTE_CAP_MAX_GRID_SIZE, grid_size);
screen->get_compute_param(screen, ir,
PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE, block_size);
screen->get_compute_param(screen, ir,
PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK,
&max_threads_per_block);
screen->get_compute_param(screen, ir,
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, ir,
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->ARB_texture_float =
extensions->OES_texture_half_float &&
extensions->OES_texture_float;
if (extensions->EXT_texture_filter_anisotropic &&
screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_ANISOTROPY) >= 16.0)
extensions->ARB_texture_filter_anisotropic = GL_TRUE;
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 || ESSLVersion >= 310) &&
extensions->OES_geometry_shader &&
extensions->ARB_texture_cube_map_array;
extensions->OES_viewport_array =
(extensions->ARB_ES3_1_compatibility || ESSLVersion >= 310) &&
extensions->OES_geometry_shader &&
extensions->ARB_viewport_array;
extensions->OES_primitive_bounding_box =
extensions->ARB_ES3_1_compatibility || ESSLVersion >= 310;
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;
if (screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_POST_SNAP_TRIANGLES) &&
screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_POST_SNAP_POINTS_LINES) &&
screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_POST_DEPTH_COVERAGE)) {
float max_dilate;
bool pre_snap_triangles, pre_snap_points_lines;
max_dilate = screen->get_paramf(screen, PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE);
pre_snap_triangles =
screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_PRE_SNAP_TRIANGLES);
pre_snap_points_lines =
screen->get_param(screen, PIPE_CAP_CONSERVATIVE_RASTER_PRE_SNAP_POINTS_LINES);
extensions->NV_conservative_raster =
screen->get_param(screen, PIPE_CAP_MAX_CONSERVATIVE_RASTER_SUBPIXEL_PRECISION_BIAS) > 1;
if (extensions->NV_conservative_raster) {
extensions->NV_conservative_raster_dilate = max_dilate >= 0.75;
extensions->NV_conservative_raster_pre_snap_triangles = pre_snap_triangles;
extensions->NV_conservative_raster_pre_snap =
pre_snap_triangles && pre_snap_points_lines;
}
}
if (extensions->ARB_gl_spirv) {
struct spirv_supported_capabilities *spirv_caps = &consts->SpirVCapabilities;
spirv_caps->atomic_storage = extensions->ARB_shader_atomic_counters;
spirv_caps->demote_to_helper_invocation = extensions->EXT_demote_to_helper_invocation;
spirv_caps->draw_parameters = extensions->ARB_shader_draw_parameters;
spirv_caps->float64 = extensions->ARB_gpu_shader_fp64;
spirv_caps->geometry_streams = extensions->ARB_gpu_shader5;
spirv_caps->image_ms_array = extensions->ARB_shader_image_load_store &&
consts->MaxImageSamples > 1;
spirv_caps->image_read_without_format = extensions->EXT_shader_image_load_formatted;
spirv_caps->image_write_without_format = extensions->ARB_shader_image_load_store;
spirv_caps->int64 = extensions->ARB_gpu_shader_int64;
spirv_caps->int64_atomics = extensions->NV_shader_atomic_int64;
spirv_caps->post_depth_coverage = extensions->ARB_post_depth_coverage;
spirv_caps->shader_clock = extensions->ARB_shader_clock;
spirv_caps->shader_viewport_index_layer = extensions->ARB_shader_viewport_layer_array;
spirv_caps->stencil_export = extensions->ARB_shader_stencil_export;
spirv_caps->storage_image_ms = extensions->ARB_shader_image_load_store &&
consts->MaxImageSamples > 1;
spirv_caps->subgroup_ballot = extensions->ARB_shader_ballot;
spirv_caps->subgroup_vote = extensions->ARB_shader_group_vote;
spirv_caps->tessellation = extensions->ARB_tessellation_shader;
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;
bool prefer_nir = PIPE_SHADER_IR_NIR ==
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_PREFERRED_IR);
const struct nir_shader_compiler_options *nir_options =
consts->ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions;
if (prefer_nir &&
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_INTEGERS) &&
extensions->ARB_stencil_texturing &&
!(nir_options->lower_doubles_options & nir_lower_fp64_full_software))
extensions->NV_copy_depth_to_color = TRUE;
}