diff options
Diffstat (limited to 'src/gallium/state_trackers/nine/adapter9.c')
-rw-r--r-- | src/gallium/state_trackers/nine/adapter9.c | 106 |
1 files changed, 61 insertions, 45 deletions
diff --git a/src/gallium/state_trackers/nine/adapter9.c b/src/gallium/state_trackers/nine/adapter9.c index 481f86362f8..bdf547e78c4 100644 --- a/src/gallium/state_trackers/nine/adapter9.c +++ b/src/gallium/state_trackers/nine/adapter9.c @@ -39,6 +39,7 @@ NineAdapter9_ctor( struct NineAdapter9 *This, struct NineUnknownParams *pParams, struct d3dadapter9_context *pCTX ) { + struct pipe_screen *hal = pCTX->hal; HRESULT hr = NineUnknown_ctor(&This->base, pParams); if (FAILED(hr)) { return hr; } @@ -46,7 +47,7 @@ NineAdapter9_ctor( struct NineAdapter9 *This, nine_dump_D3DADAPTER_IDENTIFIER9(DBG_CHANNEL, &pCTX->identifier); This->ctx = pCTX; - if (!This->ctx->hal->get_param(This->ctx->hal, PIPE_CAP_CLIP_HALFZ)) { + if (!hal->get_param(hal, PIPE_CAP_CLIP_HALFZ)) { ERR("Driver doesn't support d3d9 coordinates\n"); return D3DERR_DRIVERINTERNALERROR; } @@ -54,7 +55,44 @@ NineAdapter9_ctor( struct NineAdapter9 *This, !This->ctx->ref->get_param(This->ctx->ref, PIPE_CAP_CLIP_HALFZ)) { ERR("Warning: Sotware rendering driver doesn't support d3d9 coordinates\n"); } - + /* Old cards had tricks to bypass some restrictions to implement + * everything and fit tight the requirements: number of constants, + * number of temp registers, special behaviours, etc. Since we don't + * have access to all this, we need a bit more than what dx9 required. + * For example we have to use more than 32 temp registers to emulate + * behaviours, while some dx9 hw don't have more. As for sm2 hardware, + * we could support vs2 / ps2 for them but it needs some more care, and + * as these are very old, we choose to drop support for them */ + + /* checks minimum requirements, most are vs3/ps3 strict requirements */ + if (!hal->get_param(hal, PIPE_CAP_SM3) || + hal->get_shader_param(hal, PIPE_SHADER_VERTEX, + PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 256 * sizeof(float[4]) || + hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT, + PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 244 * sizeof(float[4]) || + hal->get_shader_param(hal, PIPE_SHADER_VERTEX, + PIPE_SHADER_CAP_MAX_TEMPS) < 32 || + hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT, + PIPE_SHADER_CAP_MAX_TEMPS) < 32 || + hal->get_shader_param(hal, PIPE_SHADER_VERTEX, + PIPE_SHADER_CAP_MAX_INPUTS) < 16 || + hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT, + PIPE_SHADER_CAP_MAX_INPUTS) < 10) { + ERR("Your card is not supported by Gallium Nine. Minimum requirement " + "is >= r500, >= nv50, >= i965\n"); + return D3DERR_DRIVERINTERNALERROR; + } + /* for r500 */ + if (hal->get_shader_param(hal, PIPE_SHADER_VERTEX, + PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 276 * sizeof(float[4]) || /* we put bool and int constants with float constants */ + hal->get_shader_param(hal, PIPE_SHADER_VERTEX, + PIPE_SHADER_CAP_MAX_TEMPS) < 40 || /* we use some more temp registers */ + hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT, + PIPE_SHADER_CAP_MAX_TEMPS) < 40 || + hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT, + PIPE_SHADER_CAP_MAX_INPUTS) < 20) /* we don't pack inputs as much as we could */ + ERR("Your card is at the limit of Gallium Nine requirements. Some games " + "may run into issues because requirements are too tight\n"); return D3D_OK; } @@ -472,7 +510,6 @@ NineAdapter9_GetDeviceCaps( struct NineAdapter9 *This, D3DCAPS9 *pCaps ) { struct pipe_screen *screen; - boolean sm3, vs; HRESULT hr; DBG("This=%p DeviceType=%s pCaps=%p\n", This, @@ -492,10 +529,6 @@ NineAdapter9_GetDeviceCaps( struct NineAdapter9 *This, #define D3DNPIPECAP(pcap, d3dcap) \ (screen->get_param(screen, PIPE_CAP_##pcap) ? 0 : (d3dcap)) - sm3 = screen->get_param(screen, PIPE_CAP_SM3); - vs = !!(screen->get_shader_param(screen, PIPE_SHADER_VERTEX, - PIPE_SHADER_CAP_MAX_INSTRUCTIONS)); - pCaps->DeviceType = DeviceType; pCaps->AdapterOrdinal = 0; @@ -781,28 +814,16 @@ NineAdapter9_GetDeviceCaps( struct NineAdapter9 *This, pCaps->MaxStreamStride = screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE); - pCaps->VertexShaderVersion = sm3 ? D3DVS_VERSION(3,0) : D3DVS_VERSION(2,0); - if (vs) { - /* VS 2 as well as 3.0 supports a minimum of 256 consts, no matter how - * much our architecture moans about it. The problem is that D3D9 - * expects access to 16 int consts (i#), containing 3 components and - * 16 booleans (b#), containing only 1 component. This should be packed - * into 20 float vectors (16 for i# and 16/4 for b#), since gallium has - * removed support for the loop counter/boolean files. */ - pCaps->MaxVertexShaderConst = - _min((screen->get_shader_param(screen, PIPE_SHADER_VERTEX, - PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / - sizeof(float[4])) - 20, - NINE_MAX_CONST_F); - /* Fake the minimum cap for Windows. */ - if (QUIRK(FAKE_CAPS)) { - pCaps->MaxVertexShaderConst = 256; - } - } else { - pCaps->MaxVertexShaderConst = 0; - } + pCaps->VertexShaderVersion = D3DVS_VERSION(3,0); + + /* VS 2 as well as 3.0 supports a minimum of 256 consts. + * Wine and d3d9 drivers for dx1x hw advertise 256. Just as them, + * advertise 256. Problem is with hw that can only do 256, because + * we need take a few slots for boolean and integer constants. For these + * we'll have to fail later if they use complex shaders. */ + pCaps->MaxVertexShaderConst = NINE_MAX_CONST_F; - pCaps->PixelShaderVersion = sm3 ? D3DPS_VERSION(3,0) : D3DPS_VERSION(2,0); + pCaps->PixelShaderVersion = D3DPS_VERSION(3,0); pCaps->PixelShader1xMaxValue = 8.0f; /* XXX: wine */ pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET | @@ -919,23 +940,18 @@ NineAdapter9_GetDeviceCaps( struct NineAdapter9 *This, else pCaps->VertexTextureFilterCaps = 0; - if (sm3) { - pCaps->MaxVertexShader30InstructionSlots = - screen->get_shader_param(screen, PIPE_SHADER_VERTEX, - PIPE_SHADER_CAP_MAX_INSTRUCTIONS); - pCaps->MaxPixelShader30InstructionSlots = - screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, - PIPE_SHADER_CAP_MAX_INSTRUCTIONS); - if (pCaps->MaxVertexShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS) - pCaps->MaxVertexShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS; - if (pCaps->MaxPixelShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS) - pCaps->MaxPixelShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS; - assert(pCaps->MaxVertexShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS); - assert(pCaps->MaxPixelShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS); - } else { - pCaps->MaxVertexShader30InstructionSlots = 0; - pCaps->MaxPixelShader30InstructionSlots = 0; - } + pCaps->MaxVertexShader30InstructionSlots = + screen->get_shader_param(screen, PIPE_SHADER_VERTEX, + PIPE_SHADER_CAP_MAX_INSTRUCTIONS); + pCaps->MaxPixelShader30InstructionSlots = + screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, + PIPE_SHADER_CAP_MAX_INSTRUCTIONS); + if (pCaps->MaxVertexShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS) + pCaps->MaxVertexShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS; + if (pCaps->MaxPixelShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS) + pCaps->MaxPixelShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS; + assert(pCaps->MaxVertexShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS); + assert(pCaps->MaxPixelShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS); /* 65535 is required, advertise more for GPUs with >= 2048 instruction slots */ pCaps->MaxVShaderInstructionsExecuted = MAX2(65535, pCaps->MaxVertexShader30InstructionSlots * 32); |