/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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/mfeatures.h" #include "main/version.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_screen.h" #include "st_context.h" #include "st_extensions.h" static int _min(int a, int 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 st_context *st) { struct pipe_screen *screen = st->pipe->screen; struct gl_constants *c = &st->ctx->Const; gl_shader_type sh; 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); c->MaxTextureImageUnits = _min(screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS), MAX_TEXTURE_IMAGE_UNITS); c->MaxVertexTextureImageUnits = _min(screen->get_shader_param(screen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS), MAX_VERTEX_TEXTURE_IMAGE_UNITS); c->MaxCombinedTextureImageUnits = _min(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SAMPLERS), MAX_COMBINED_TEXTURE_IMAGE_UNITS); c->MaxTextureCoordUnits = _min(c->MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS); c->MaxTextureUnits = _min(c->MaxTextureImageUnits, c->MaxTextureCoordUnits); c->MaxDrawBuffers = _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS), 1, MAX_DRAW_BUFFERS); c->MaxLineWidth = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH)); c->MaxLineWidthAA = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH_AA)); c->MaxPointSize = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH)); c->MaxPointSizeAA = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH_AA)); /* called after _mesa_create_context/_mesa_init_point, fix default user * settable max point size up */ st->ctx->Point.MaxSize = MAX2(c->MaxPointSize, c->MaxPointSizeAA); /* 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_CAP_MAX_TEXTURE_ANISOTROPY)); c->MaxTextureLodBias = screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_LOD_BIAS); c->MaxDrawBuffers = CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS), 1, MAX_DRAW_BUFFERS); /* Quads always follow GL provoking rules. */ c->QuadsFollowProvokingVertexConvention = GL_FALSE; for (sh = 0; sh < MESA_SHADER_TYPES; ++sh) { struct gl_shader_compiler_options *options = &st->ctx->ShaderCompilerOptions[sh]; struct gl_program_constants *pc; switch (sh) { case PIPE_SHADER_FRAGMENT: pc = &c->FragmentProgram; break; case PIPE_SHADER_VERTEX: pc = &c->VertexProgram; break; case PIPE_SHADER_GEOMETRY: pc = &c->GeometryProgram; break; default: assert(0); continue; } pc->MaxNativeInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS); pc->MaxNativeAluInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS); pc->MaxNativeTexInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS); pc->MaxNativeTexIndirections = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS); pc->MaxNativeAttribs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS); pc->MaxNativeTemps = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS); pc->MaxNativeAddressRegs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ADDRS); pc->MaxNativeParameters = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONSTS); pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS); /* raise MaxParameters if native support is higher */ pc->MaxParameters = MAX2(pc->MaxParameters, pc->MaxNativeParameters); /* 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); options->EmitNoNoise = TRUE; /* 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 = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES); 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 (options->EmitNoLoops) options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536); } /* PIPE_CAP_MAX_FS_INPUTS specifies the number of COLORn + GENERICn inputs * and is set in MaxNativeAttribs. It's always 2 colors + N generic * attributes. The GLSL compiler never uses COLORn for varyings, so we * subtract the 2 colors to get the maximum number of varyings (generic * attributes) supported by a driver. */ c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_INPUTS) - 2; c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING); c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET); c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET); c->UniformBooleanTrue = ~0; c->StripTextureBorder = GL_TRUE; } static GLboolean st_get_s3tc_override(void) { const char *override = _mesa_getenv("force_s3tc_enable"); if (override && !strcmp(override, "true")) return GL_TRUE; return GL_FALSE; } /** * 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 st_context *st) { struct pipe_screen *screen = st->pipe->screen; struct gl_context *ctx = st->ctx; int i; ctx->Const.GLSLVersion = 120; _mesa_override_glsl_version(st->ctx); /* * Extensions that are supported by all Gallium drivers: */ ctx->Extensions.ARB_copy_buffer = GL_TRUE; ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE; ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE; ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE; ctx->Extensions.ARB_fragment_program = GL_TRUE; ctx->Extensions.ARB_fragment_shader = GL_TRUE; ctx->Extensions.ARB_half_float_pixel = GL_TRUE; ctx->Extensions.ARB_map_buffer_range = GL_TRUE; ctx->Extensions.ARB_sampler_objects = GL_TRUE; ctx->Extensions.ARB_shader_objects = GL_TRUE; ctx->Extensions.ARB_shading_language_100 = GL_TRUE; ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */ ctx->Extensions.ARB_texture_cube_map = GL_TRUE; ctx->Extensions.ARB_texture_env_combine = GL_TRUE; ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE; ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE; ctx->Extensions.ARB_texture_storage = GL_TRUE; ctx->Extensions.ARB_vertex_array_object = GL_TRUE; ctx->Extensions.ARB_vertex_program = GL_TRUE; ctx->Extensions.ARB_vertex_shader = GL_TRUE; ctx->Extensions.ARB_window_pos = GL_TRUE; ctx->Extensions.EXT_blend_color = GL_TRUE; ctx->Extensions.EXT_blend_func_separate = GL_TRUE; ctx->Extensions.EXT_blend_minmax = GL_TRUE; ctx->Extensions.EXT_framebuffer_blit = GL_TRUE; ctx->Extensions.EXT_framebuffer_object = GL_TRUE; ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE; ctx->Extensions.EXT_fog_coord = GL_TRUE; ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE; ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE; ctx->Extensions.EXT_point_parameters = GL_TRUE; ctx->Extensions.EXT_provoking_vertex = GL_TRUE; ctx->Extensions.EXT_secondary_color = GL_TRUE; ctx->Extensions.EXT_separate_shader_objects = GL_TRUE; ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE; ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE; ctx->Extensions.APPLE_vertex_array_object = GL_TRUE; ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE; ctx->Extensions.MESA_pack_invert = GL_TRUE; ctx->Extensions.NV_blend_square = GL_TRUE; ctx->Extensions.NV_fog_distance = GL_TRUE; ctx->Extensions.NV_texgen_reflection = GL_TRUE; ctx->Extensions.NV_texture_env_combine4 = GL_TRUE; ctx->Extensions.NV_texture_rectangle = GL_TRUE; #if 0 /* possibly could support the following two */ ctx->Extensions.NV_vertex_program = GL_TRUE; ctx->Extensions.NV_vertex_program1_1 = GL_TRUE; #endif #if FEATURE_OES_EGL_image ctx->Extensions.OES_EGL_image = GL_TRUE; if (ctx->API != API_OPENGL) ctx->Extensions.OES_EGL_image_external = GL_TRUE; #endif #if FEATURE_OES_draw_texture ctx->Extensions.OES_draw_texture = GL_TRUE; #endif /* * Extensions that depend on the driver/hardware: */ if (screen->get_param(screen, PIPE_CAP_TEXTURE_SWIZZLE) > 0) { ctx->Extensions.EXT_texture_swizzle = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_SEPARATE)) { ctx->Extensions.EXT_blend_equation_separate = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_CLAMP) > 0) { ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE; ctx->Extensions.ATI_texture_mirror_once = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES)) { ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_TWO_SIDED_STENCIL)) { ctx->Extensions.ATI_separate_stencil = GL_TRUE; ctx->Extensions.EXT_stencil_two_side = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_ANISOTROPIC_FILTER)) { ctx->Extensions.EXT_texture_filter_anisotropic = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_POINT_SPRITE)) { ctx->Extensions.ARB_point_sprite = GL_TRUE; /* GL_NV_point_sprite is not supported by gallium because we don't * support the GL_POINT_SPRITE_R_MODE_NV option. */ } if (screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY)) { ctx->Extensions.ARB_occlusion_query = GL_TRUE; ctx->Extensions.ARB_occlusion_query2 = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_TIMER_QUERY)) { ctx->Extensions.EXT_timer_query = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_TEXTURE_SHADOW_MAP)) { ctx->Extensions.ARB_depth_texture = GL_TRUE; ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE; ctx->Extensions.ARB_shadow = GL_TRUE; ctx->Extensions.EXT_shadow_funcs = GL_TRUE; /*ctx->Extensions.ARB_shadow_ambient = GL_TRUE;*/ } /* GL_EXT_packed_depth_stencil requires both the ability to render to * a depth/stencil buffer and texture from depth/stencil source. */ if (screen->is_format_supported(screen, PIPE_FORMAT_S8_UINT_Z24_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL) && screen->is_format_supported(screen, PIPE_FORMAT_S8_UINT_Z24_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE; } else if (screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_UINT, PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL) && screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_UINT, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE; } /* float support - assume nothing exclusively supports 64-bit floats */ if (screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET) && screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET)) { ctx->Extensions.ARB_texture_float = GL_TRUE; } /* sRGB support */ if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB, 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)) { ctx->Extensions.EXT_texture_sRGB = GL_TRUE; ctx->Extensions.EXT_texture_sRGB_decode = GL_TRUE; if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET) || screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET)) { ctx->Extensions.EXT_framebuffer_sRGB = GL_TRUE; ctx->Const.sRGBCapable = GL_TRUE; } } if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.ARB_texture_rg = GL_TRUE; } /* s3tc support */ if (screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && (ctx->Mesa_DXTn || st_get_s3tc_override())) { ctx->Extensions.EXT_texture_compression_s3tc = GL_TRUE; ctx->Extensions.S3_s3tc = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_RGTC1_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_RGTC1_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_RGTC2_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_RGTC2_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) ) { ctx->Extensions.ARB_texture_compression_rgtc = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_LATC1_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_LATC1_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_LATC2_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_LATC2_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.EXT_texture_compression_latc = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_LATC2_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.ATI_texture_compression_3dc = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.EXT_texture_snorm = GL_TRUE; } /* ycbcr support */ if (screen->is_format_supported(screen, PIPE_FORMAT_UYVY, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW) || screen->is_format_supported(screen, PIPE_FORMAT_YUYV, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.MESA_ycbcr_texture = GL_TRUE; } /* GL_EXT_texture_array */ if (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS) > 1) { ctx->Extensions.EXT_texture_array = GL_TRUE; ctx->Extensions.MESA_texture_array = GL_TRUE; } /* GL_ARB_framebuffer_object */ if (ctx->Extensions.EXT_packed_depth_stencil) { /* we support always support GL_EXT_framebuffer_blit */ ctx->Extensions.ARB_framebuffer_object = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_CONDITIONAL_RENDER)) { ctx->Extensions.NV_conditional_render = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_ENABLE)) { ctx->Extensions.EXT_draw_buffers2 = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC)) { ctx->Extensions.ARB_draw_buffers_blend = GL_TRUE; } /* GL_ARB_half_float_vertex */ if (screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER)) { ctx->Extensions.ARB_half_float_vertex = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FIXED, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER)) { ctx->Extensions.ARB_ES2_compatibility = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_UNORM, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER) && screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_UNORM, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER) && screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_SNORM, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER) && screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_SNORM, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER) && screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_USCALED, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER) && screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_USCALED, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER) && screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_SSCALED, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER) && screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_SSCALED, PIPE_BUFFER, 0, PIPE_BIND_VERTEX_BUFFER)) { ctx->Extensions.ARB_vertex_type_2_10_10_10_rev = GL_TRUE; } if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) { #if 0 /* XXX re-enable when GLSL compiler again supports geometry shaders */ ctx->Extensions.ARB_geometry_shader4 = GL_TRUE; #endif } ctx->Extensions.NV_primitive_restart = GL_TRUE; if (!screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) { st->sw_primitive_restart = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_DEPTH_CLAMP)) { ctx->Extensions.ARB_depth_clamp = GL_TRUE; } /* This extension does not actually require support of floating point * render targets, just clamping controls. * Advertise this extension if either fragment color clamping is supported * or no render targets having color values outside of the range [0, 1] * are supported, in which case the fragment color clamping has no effect * on rendering. */ if (screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL) || (!screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET) && !screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_SNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET) && !screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET) && !screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET) && !screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET) && !screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET))) { ctx->Extensions.ARB_color_buffer_float = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) { ctx->Extensions.ARB_shader_stencil_export = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_TGSI_INSTANCEID)) { ctx->Extensions.ARB_draw_instanced = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR)) { ctx->Extensions.ARB_instanced_arrays = GL_TRUE; } if (screen->fence_finish) { ctx->Extensions.ARB_sync = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_TEXTURE_BARRIER)) { ctx->Extensions.NV_texture_barrier = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.EXT_texture_shared_exponent = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.EXT_packed_float = GL_TRUE; } /* Maximum sample count. */ for (i = 16; i > 0; --i) { if (screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_UNORM, PIPE_TEXTURE_2D, i, PIPE_BIND_RENDER_TARGET)) { ctx->Const.MaxSamples = i; break; } } if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE)) { ctx->Extensions.ARB_seamless_cube_map = GL_TRUE; ctx->Extensions.AMD_seamless_cubemap_per_texture = GL_TRUE; } else if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP)) { ctx->Extensions.ARB_seamless_cube_map = GL_TRUE; } if (screen->get_param(screen, PIPE_CAP_SM3)) { ctx->Extensions.ARB_shader_texture_lod = GL_TRUE; } if (screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT, PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT_S8X24_UINT, PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_SAMPLER_VIEW)) { ctx->Extensions.ARB_depth_buffer_float = GL_TRUE; } }