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|
/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* Copyright (c) 2008 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "main/imports.h"
#include "main/context.h"
#include "main/macros.h"
#include "main/version.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "st_context.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 st_context *st)
{
struct pipe_screen *screen = st->pipe->screen;
struct gl_constants *c = &st->ctx->Const;
unsigned sh;
boolean can_ubo = TRUE;
c->MaxTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
MAX_TEXTURE_LEVELS);
c->Max3DTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS),
MAX_3D_TEXTURE_LEVELS);
c->MaxCubeTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS),
MAX_CUBE_TEXTURE_LEVELS);
c->MaxTextureRectSize
= _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE);
c->MaxArrayTextureLayers
= screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
/* Define max viewport size and max renderbuffer size in terms of
* max texture size (note: max tex RECT size = max tex 2D size).
* If this isn't true for some hardware we'll need new PIPE_CAP_ queries.
*/
c->MaxViewportWidth =
c->MaxViewportHeight =
c->MaxRenderbufferSize = c->MaxTextureRectSize;
c->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));
/* 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_CAPF_MAX_TEXTURE_ANISOTROPY));
c->MaxTextureLodBias
= screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS);
c->QuadsFollowProvokingVertexConvention = screen->get_param(
screen, PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
c->MaxUniformBlockSize =
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE);
if (c->MaxUniformBlockSize < 16384) {
can_ubo = FALSE;
}
for (sh = 0; sh < PIPE_SHADER_TYPES; ++sh) {
struct gl_shader_compiler_options *options;
struct gl_program_constants *pc;
switch (sh) {
case PIPE_SHADER_FRAGMENT:
pc = &c->Program[MESA_SHADER_FRAGMENT];
options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
break;
case PIPE_SHADER_VERTEX:
pc = &c->Program[MESA_SHADER_VERTEX];
options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX];
break;
case PIPE_SHADER_GEOMETRY:
pc = &c->Program[MESA_SHADER_GEOMETRY];
options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY];
break;
default:
/* compute shader, etc. */
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 =
_min(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ADDRS),
MAX_PROGRAM_ADDRESS_REGS);
pc->MaxParameters = pc->MaxNativeParameters =
screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / sizeof(float[4]);
pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
pc->MaxUniformBlocks =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
if (pc->MaxUniformBlocks)
pc->MaxUniformBlocks -= 1; /* The first one is for ordinary uniforms. */
pc->MaxUniformBlocks = _min(pc->MaxUniformBlocks, MAX_UNIFORM_BUFFERS);
pc->MaxCombinedUniformComponents = (pc->MaxUniformComponents +
c->MaxUniformBlockSize / 4 *
pc->MaxUniformBlocks);
/* 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 (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 = 255; /* SM3 limit */
options->LowerClipDistance = true;
}
c->MaxCombinedTextureImageUnits =
_min(c->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
c->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits +
c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
MAX_COMBINED_TEXTURE_IMAGE_UNITS);
/* This depends on program constants. */
c->MaxTextureCoordUnits
= _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
c->MaxTextureUnits = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, c->MaxTextureCoordUnits);
c->Program[MESA_SHADER_VERTEX].MaxAttribs = MIN2(c->Program[MESA_SHADER_VERTEX].MaxAttribs, 16);
/* PIPE_SHADER_CAP_MAX_INPUTS for the FS specifies the maximum number
* of inputs. It's always 2 colors + N generic inputs. */
c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_INPUTS);
c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
c->Program[MESA_SHADER_FRAGMENT].MaxInputComponents = c->MaxVarying * 4;
c->Program[MESA_SHADER_VERTEX].MaxOutputComponents = c->MaxVarying * 4;
c->Program[MESA_SHADER_GEOMETRY].MaxInputComponents = c->MaxVarying * 4;
c->Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = c->MaxVarying * 4;
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->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->UniformBooleanTrue = ~0;
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->StripTextureBorder = GL_TRUE;
c->GLSLSkipStrictMaxUniformLimitCheck =
screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS);
if (can_ubo) {
st->ctx->Extensions.ARB_uniform_buffer_object = GL_TRUE;
c->UniformBufferOffsetAlignment =
screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings =
c->Program[MESA_SHADER_VERTEX].MaxUniformBlocks +
c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks +
c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks;
assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);
}
}
/**
* 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[8];
/* 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 st_context *st,
const struct st_extension_format_mapping *mapping,
unsigned num_mappings,
enum pipe_texture_target target,
unsigned bind_flags)
{
struct pipe_screen *screen = st->pipe->screen;
GLboolean *extensions = (GLboolean *) &st->ctx->Extensions;
unsigned i;
int j;
int num_formats = Elements(mapping->format);
int num_ext = Elements(mapping->extension_offset);
for (i = 0; i < num_mappings; i++) {
int num_supported = 0;
/* Examine each format in the list. */
for (j = 0; j < num_formats && mapping[i].format[j]; j++) {
if (screen->is_format_supported(screen, mapping[i].format[j],
target, 0, bind_flags)) {
num_supported++;
}
}
if (!num_supported ||
(!mapping[i].need_at_least_one && num_supported != j)) {
continue;
}
/* Enable all extensions in the list. */
for (j = 0; j < num_ext && mapping[i].extension_offset[j]; j++)
extensions[mapping[i].extension_offset[j]] = GL_TRUE;
}
}
/**
* 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, glsl_feature_level;
GLboolean *extensions = (GLboolean *) &ctx->Extensions;
static const struct st_extension_cap_mapping cap_mapping[] = {
{ o(ARB_base_instance), PIPE_CAP_START_INSTANCE },
{ o(ARB_buffer_storage), PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT },
{ o(ARB_depth_clamp), PIPE_CAP_DEPTH_CLIP_DISABLE },
{ o(ARB_depth_texture), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ o(ARB_draw_buffers_blend), PIPE_CAP_INDEP_BLEND_FUNC },
{ o(ARB_draw_instanced), PIPE_CAP_TGSI_INSTANCEID },
{ o(ARB_fragment_program_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ 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_point_sprite), PIPE_CAP_POINT_SPRITE },
{ o(ARB_seamless_cube_map), PIPE_CAP_SEAMLESS_CUBE_MAP },
{ o(ARB_shader_stencil_export), PIPE_CAP_SHADER_STENCIL_EXPORT },
{ o(ARB_shader_texture_lod), PIPE_CAP_SM3 },
{ o(ARB_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ o(ARB_texture_mirror_clamp_to_edge), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
{ o(ARB_texture_non_power_of_two), PIPE_CAP_NPOT_TEXTURES },
{ 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_PAUSE_RESUME },
{ o(EXT_blend_equation_separate), PIPE_CAP_BLEND_EQUATION_SEPARATE },
{ o(EXT_draw_buffers2), PIPE_CAP_INDEP_BLEND_ENABLE },
{ o(EXT_stencil_two_side), PIPE_CAP_TWO_SIDED_STENCIL },
{ o(EXT_texture_array), PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS },
{ o(EXT_texture_filter_anisotropic), PIPE_CAP_ANISOTROPIC_FILTER },
{ o(EXT_texture_mirror_clamp), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
{ o(EXT_texture_swizzle), PIPE_CAP_TEXTURE_SWIZZLE },
{ o(EXT_transform_feedback), PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS },
{ o(AMD_seamless_cubemap_per_texture), PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE },
{ o(ATI_separate_stencil), PIPE_CAP_TWO_SIDED_STENCIL },
{ o(ATI_texture_mirror_once), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
{ o(NV_conditional_render), PIPE_CAP_CONDITIONAL_RENDER },
{ o(NV_texture_barrier), PIPE_CAP_TEXTURE_BARRIER },
/* GL_NV_point_sprite is not supported by gallium because we don't
* support the GL_POINT_SPRITE_R_MODE_NV option. */
{ o(OES_standard_derivatives), PIPE_CAP_SM3 },
{ o(ARB_texture_cube_map_array), PIPE_CAP_CUBE_MAP_ARRAY },
{ o(ARB_texture_multisample), PIPE_CAP_TEXTURE_MULTISAMPLE },
{ o(ARB_texture_query_lod), PIPE_CAP_TEXTURE_QUERY_LOD },
{ o(ARB_sample_shading), PIPE_CAP_SAMPLE_SHADING },
{ o(ARB_draw_indirect), PIPE_CAP_DRAW_INDIRECT }
};
/* Required: render target and sampler support */
static const struct st_extension_format_mapping rendertarget_mapping[] = {
{ { o(ARB_texture_float) },
{ PIPE_FORMAT_R32G32B32A32_FLOAT,
PIPE_FORMAT_R16G16B16A16_FLOAT } },
{ { o(ARB_texture_rgb10_a2ui) },
{ PIPE_FORMAT_R10G10B10A2_UINT,
PIPE_FORMAT_B10G10R10A2_UINT },
GL_TRUE }, /* at least one format must be supported */
{ { o(EXT_framebuffer_sRGB) },
{ PIPE_FORMAT_A8B8G8R8_SRGB,
PIPE_FORMAT_B8G8R8A8_SRGB },
GL_TRUE }, /* at least one format must be supported */
{ { o(EXT_packed_float) },
{ PIPE_FORMAT_R11G11B10_FLOAT } },
{ { o(EXT_texture_integer) },
{ PIPE_FORMAT_R32G32B32A32_UINT,
PIPE_FORMAT_R32G32B32A32_SINT } },
{ { o(ARB_texture_rg) },
{ PIPE_FORMAT_R8_UNORM,
PIPE_FORMAT_R8G8_UNORM } },
};
/* Required: depth stencil and sampler support */
static const struct st_extension_format_mapping depthstencil_mapping[] = {
{ { o(ARB_depth_buffer_float) },
{ PIPE_FORMAT_Z32_FLOAT,
PIPE_FORMAT_Z32_FLOAT_S8X24_UINT } },
};
/* Required: sampler support */
static const struct st_extension_format_mapping texture_mapping[] = {
{ { o(ARB_texture_compression_rgtc) },
{ PIPE_FORMAT_RGTC1_UNORM,
PIPE_FORMAT_RGTC1_SNORM,
PIPE_FORMAT_RGTC2_UNORM,
PIPE_FORMAT_RGTC2_SNORM } },
{ { o(EXT_texture_compression_latc) },
{ PIPE_FORMAT_LATC1_UNORM,
PIPE_FORMAT_LATC1_SNORM,
PIPE_FORMAT_LATC2_UNORM,
PIPE_FORMAT_LATC2_SNORM } },
{ { o(EXT_texture_compression_s3tc),
o(ANGLE_texture_compression_dxt) },
{ PIPE_FORMAT_DXT1_RGB,
PIPE_FORMAT_DXT1_RGBA,
PIPE_FORMAT_DXT3_RGBA,
PIPE_FORMAT_DXT5_RGBA } },
{ { o(EXT_texture_shared_exponent) },
{ PIPE_FORMAT_R9G9B9E5_FLOAT } },
{ { o(EXT_texture_snorm) },
{ PIPE_FORMAT_R8G8B8A8_SNORM } },
{ { o(EXT_texture_sRGB),
o(EXT_texture_sRGB_decode) },
{ PIPE_FORMAT_A8B8G8R8_SRGB,
PIPE_FORMAT_B8G8R8A8_SRGB },
GL_TRUE }, /* at least one format must be supported */
{ { o(ATI_texture_compression_3dc) },
{ PIPE_FORMAT_LATC2_UNORM } },
{ { o(MESA_ycbcr_texture) },
{ PIPE_FORMAT_UYVY,
PIPE_FORMAT_YUYV },
GL_TRUE }, /* at least one format must be supported */
{ { o(OES_compressed_ETC1_RGB8_texture) },
{ PIPE_FORMAT_ETC1_RGB8 } },
{ { o(ARB_stencil_texturing) },
{ PIPE_FORMAT_X24S8_UINT,
PIPE_FORMAT_S8X24_UINT },
GL_TRUE }, /* at least one format must be supported */
};
/* Required: vertex fetch support. */
static const struct st_extension_format_mapping vertex_mapping[] = {
{ { o(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:
*/
ctx->Extensions.ARB_ES2_compatibility = GL_TRUE;
ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE;
ctx->Extensions.ARB_explicit_uniform_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_vertex = GL_TRUE;
ctx->Extensions.ARB_internalformat_query = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = 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_program = GL_TRUE;
ctx->Extensions.ARB_vertex_shader = 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_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_texture_env_dot3 = GL_TRUE;
ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
ctx->Extensions.MESA_pack_invert = GL_TRUE;
ctx->Extensions.NV_fog_distance = GL_TRUE;
ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
ctx->Extensions.NV_texture_rectangle = GL_TRUE;
ctx->Extensions.NV_vdpau_interop = GL_TRUE;
ctx->Extensions.OES_EGL_image = GL_TRUE;
ctx->Extensions.OES_EGL_image_external = GL_TRUE;
ctx->Extensions.OES_draw_texture = GL_TRUE;
/* Expose the extensions which directly correspond to gallium caps. */
for (i = 0; i < Elements(cap_mapping); i++) {
if (screen->get_param(screen, cap_mapping[i].cap)) {
extensions[cap_mapping[i].extension_offset] = GL_TRUE;
}
}
/* Expose the extensions which directly correspond to gallium formats. */
init_format_extensions(st, rendertarget_mapping,
Elements(rendertarget_mapping), PIPE_TEXTURE_2D,
PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW);
init_format_extensions(st, depthstencil_mapping,
Elements(depthstencil_mapping), PIPE_TEXTURE_2D,
PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_SAMPLER_VIEW);
init_format_extensions(st, texture_mapping, Elements(texture_mapping),
PIPE_TEXTURE_2D, PIPE_BIND_SAMPLER_VIEW);
init_format_extensions(st, vertex_mapping, Elements(vertex_mapping),
PIPE_BUFFER, PIPE_BIND_VERTEX_BUFFER);
/* Figure out GLSL support. */
glsl_feature_level = screen->get_param(screen, PIPE_CAP_GLSL_FEATURE_LEVEL);
ctx->Const.GLSLVersion = glsl_feature_level;
if (glsl_feature_level >= 330)
ctx->Const.GLSLVersion = 330;
_mesa_override_glsl_version(st->ctx);
if (st->options.force_glsl_version > 0 &&
st->options.force_glsl_version <= ctx->Const.GLSLVersion) {
ctx->Const.ForceGLSLVersion = st->options.force_glsl_version;
}
/* 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 (ctx->Const.GLSLVersion >= 150 &&
screen->get_param(screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT)) {
ctx->Extensions.AMD_vertex_shader_layer = GL_TRUE;
}
if (ctx->Const.GLSLVersion >= 130) {
ctx->Const.NativeIntegers = GL_TRUE;
ctx->Const.MaxClipPlanes = 8;
/* Extensions that either depend on GLSL 1.30 or are a subset thereof. */
ctx->Extensions.ARB_conservative_depth = GL_TRUE;
ctx->Extensions.ARB_shading_language_packing = GL_TRUE;
ctx->Extensions.OES_depth_texture_cube_map = GL_TRUE;
ctx->Extensions.ARB_shading_language_420pack = GL_TRUE;
ctx->Extensions.ARB_texture_query_levels = GL_TRUE;
if (!st->options.disable_shader_bit_encoding) {
ctx->Extensions.ARB_shader_bit_encoding = GL_TRUE;
}
ctx->Extensions.EXT_shader_integer_mix = 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)) {
ctx->Const.NativeIntegers = GL_TRUE;
ctx->Extensions.EXT_shader_integer_mix = GL_TRUE;
}
}
/* Below are the cases which cannot be moved into tables easily. */
if (!ctx->Mesa_DXTn && !st->options.force_s3tc_enable) {
ctx->Extensions.EXT_texture_compression_s3tc = GL_FALSE;
ctx->Extensions.ANGLE_texture_compression_dxt = GL_FALSE;
}
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)) {
ctx->Const.PrimitiveRestartInSoftware = GL_TRUE;
}
/* ARB_color_buffer_float. */
if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
ctx->Extensions.ARB_color_buffer_float = GL_TRUE;
if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
st->clamp_vert_color_in_shader = TRUE;
}
if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
st->clamp_frag_color_in_shader = TRUE;
}
/* For drivers which cannot do color clamping, it's better to just
* disable ARB_color_buffer_float in the core profile, because
* the clamping is deprecated there anyway. */
if (ctx->API == API_OPENGL_CORE &&
(st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
st->clamp_vert_color_in_shader = GL_FALSE;
st->clamp_frag_color_in_shader = GL_FALSE;
ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
}
}
if (screen->fence_finish) {
ctx->Extensions.ARB_sync = GL_TRUE;
}
/* Maximum sample count. */
for (i = 16; i > 0; --i) {
enum pipe_format pformat = st_choose_format(st, GL_RGBA,
GL_NONE, GL_NONE,
PIPE_TEXTURE_2D, i,
PIPE_BIND_RENDER_TARGET, FALSE);
if (pformat != PIPE_FORMAT_NONE) {
ctx->Const.MaxSamples = i;
ctx->Const.MaxColorTextureSamples = i;
break;
}
}
for (i = ctx->Const.MaxSamples; i > 0; --i) {
enum pipe_format pformat = st_choose_format(st, GL_DEPTH_STENCIL,
GL_NONE, GL_NONE,
PIPE_TEXTURE_2D, i,
PIPE_BIND_DEPTH_STENCIL, FALSE);
if (pformat != PIPE_FORMAT_NONE) {
ctx->Const.MaxDepthTextureSamples = i;
break;
}
}
for (i = ctx->Const.MaxSamples; i > 0; --i) {
enum pipe_format pformat = st_choose_format(st, GL_RGBA_INTEGER,
GL_NONE, GL_NONE,
PIPE_TEXTURE_2D, i,
PIPE_BIND_RENDER_TARGET, FALSE);
if (pformat != PIPE_FORMAT_NONE) {
ctx->Const.MaxIntegerSamples = i;
break;
}
}
if (ctx->Const.MaxSamples == 1) {
/* one sample doesn't really make sense */
ctx->Const.MaxSamples = 0;
}
else if (ctx->Const.MaxSamples >= 2) {
ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
ctx->Extensions.EXT_framebuffer_multisample_blit_scaled = GL_TRUE;
}
if (ctx->Const.MaxSamples == 0 && screen->get_param(screen, PIPE_CAP_FAKE_SW_MSAA)) {
ctx->Const.FakeSWMSAA = GL_TRUE;
ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
ctx->Extensions.EXT_framebuffer_multisample_blit_scaled = GL_TRUE;
ctx->Extensions.ARB_texture_multisample = GL_TRUE;
}
if (ctx->Const.MaxDualSourceDrawBuffers > 0 &&
!st->options.disable_blend_func_extended)
ctx->Extensions.ARB_blend_func_extended = GL_TRUE;
st->has_time_elapsed =
screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
if (st->has_time_elapsed ||
ctx->Extensions.ARB_timer_query) {
ctx->Extensions.EXT_timer_query = GL_TRUE;
}
if (ctx->Extensions.ARB_transform_feedback2 &&
ctx->Extensions.ARB_draw_instanced) {
ctx->Extensions.ARB_transform_feedback_instanced = GL_TRUE;
}
if (st->options.force_glsl_extensions_warn)
ctx->Const.ForceGLSLExtensionsWarn = 1;
if (st->options.disable_glsl_line_continuations)
ctx->Const.DisableGLSLLineContinuations = 1;
if (st->options.allow_glsl_extension_directive_midshader)
ctx->Const.AllowGLSLExtensionDirectiveMidShader = GL_TRUE;
ctx->Const.MinMapBufferAlignment =
screen->get_param(screen, PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT);
if (screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OBJECTS)) {
ctx->Extensions.ARB_texture_buffer_object = GL_TRUE;
ctx->Const.MaxTextureBufferSize =
_min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE),
(1u << 31) - 1);
ctx->Const.TextureBufferOffsetAlignment =
screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT);
if (ctx->Const.TextureBufferOffsetAlignment)
ctx->Extensions.ARB_texture_buffer_range = GL_TRUE;
init_format_extensions(st, tbo_rgb32, Elements(tbo_rgb32),
PIPE_BUFFER, PIPE_BIND_SAMPLER_VIEW);
}
if (screen->get_param(screen, PIPE_CAP_MIXED_FRAMEBUFFER_SIZES)) {
ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
}
/* 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 (!ctx->Extensions.EXT_transform_feedback)
ctx->Const.DisableVaryingPacking = GL_TRUE;
}
if (ctx->API == API_OPENGL_CORE) {
ctx->Const.MaxViewports = screen->get_param(screen, PIPE_CAP_MAX_VIEWPORTS);
if (ctx->Const.MaxViewports >= 16) {
ctx->Const.ViewportBounds.Min = -16384.0;
ctx->Const.ViewportBounds.Max = 16384.0;
ctx->Extensions.ARB_viewport_array = GL_TRUE;
ctx->Extensions.ARB_fragment_layer_viewport = GL_TRUE;
if (ctx->Extensions.AMD_vertex_shader_layer)
ctx->Extensions.AMD_vertex_shader_viewport_index = GL_TRUE;
}
}
if (ctx->Const.MaxProgramTextureGatherComponents > 0)
ctx->Extensions.ARB_texture_gather = GL_TRUE;
/* GL_ARB_ES3_compatibility.
*
* Assume that ES3 is supported if GLSL 3.30 is supported.
* (OpenGL 3.3 is a requirement for that extension.)
*/
if (ctx->Const.GLSLVersion >= 330 &&
/* Requirements for ETC2 emulation. */
screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16G16_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16G16_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.ARB_ES3_compatibility = GL_TRUE;
}
}
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