gallium: give fragment-shader texture-lod its own cap

Shader Model 3.0 is a big promise to make to the state-tracker, and
for instance mobile hardware might support texture lod but not some
of the other features of SM3. So let's give this its own cap for
simplicity.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Erik Faye-Lund
2019-07-05 15:46:38 +02:00
parent ffbd004686
commit 66ee6661e9
4 changed files with 7 additions and 1 deletions

View File

@@ -370,6 +370,9 @@ u_pipe_screen_get_param_defaults(struct pipe_screen *pscreen,
return 0;
#endif
case PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD:
return pscreen->get_param(pscreen, PIPE_CAP_SM3);
default:
unreachable("bad PIPE_CAP_*");
}

View File

@@ -534,6 +534,8 @@ The integer capabilities:
* ``PIPE_CAP_ATOMIC_FLOAT_MINMAX``: Atomic float point minimum,
maximum, exchange and compare-and-swap support to buffer and shared variables.
* ``PIPE_CAP_TGSI_DIV``: Whether opcode DIV is supported
* ``PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD``: Whether texture lookups with
explicit LOD is supported in the fragment shader.
.. _pipe_capf:

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@@ -888,6 +888,7 @@ enum pipe_cap
PIPE_CAP_CS_DERIVED_SYSTEM_VALUES_SUPPORTED,
PIPE_CAP_ATOMIC_FLOAT_MINMAX,
PIPE_CAP_TGSI_DIV,
PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD,
};
/**

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@@ -725,7 +725,7 @@ void st_init_extensions(struct pipe_screen *screen,
{ o(EXT_shader_image_load_formatted), PIPE_CAP_IMAGE_LOAD_FORMATTED },
{ 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_SM3 },
{ o(ARB_shader_texture_lod), PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD },
{ o(ARB_sparse_buffer), PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE },
{ o(ARB_texture_buffer_object), PIPE_CAP_TEXTURE_BUFFER_OBJECTS },
{ o(ARB_texture_cube_map_array), PIPE_CAP_CUBE_MAP_ARRAY },