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|
/**************************************************************************
*
* 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 "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_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS),
MAX_TEXTURE_IMAGE_UNITS);
c->MaxVertexTextureImageUnits
= _min(screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS),
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);
/* XXX we'll need a better query here someday */
if (screen->get_param(screen, PIPE_CAP_GLSL)) {
c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
c->GLSLVersion = 120;
c->UniformBooleanTrue = ~0;
}
}
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;
/*
* 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_fragment_coord_conventions = GL_TRUE;
ctx->Extensions.ARB_fragment_program = 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_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_vertex_array_object = GL_TRUE;
ctx->Extensions.ARB_vertex_program = 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_blend_subtract = 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_stencil_wrap = GL_TRUE;
ctx->Extensions.EXT_texture_env_add = GL_TRUE;
ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
if (ctx->API == API_OPENGLES || ctx->API == API_OPENGLES2)
ctx->Extensions.EXT_texture_format_BGRA8888 = 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_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;
#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_MAX_RENDER_TARGETS) > 0) {
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TEXTURE_SWIZZLE) > 0) {
ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_GLSL)) {
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE;
ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_REPEAT) > 0) {
ctx->Extensions.ARB_texture_mirrored_repeat = 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_MAX_TEXTURE_IMAGE_UNITS) > 1) {
ctx->Extensions.ARB_multitexture = 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_USCALED_Z24_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_DEPTH_STENCIL) &&
screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_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_USCALED,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_DEPTH_STENCIL) &&
screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
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 (st->pipe->render_condition) {
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
}
if (screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) {
ctx->Extensions.NV_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 (st->pipe->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_USCALED,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_DEPTH_STENCIL |
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.ARB_depth_buffer_float = GL_TRUE;
}
}
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