virgl: add shader offset alignment to to v2 caps struct

This is the SSBO analogue to fe0647. User supplied data must
be a multiple of GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT.

This fixes 44 GLES31 tests on airlied@'s GLES31 sketch branches with
Nvidia hardware, but this patch standalone can applied to master. The
alignment restriction on Nvidia is 32, hence the default value.

Example tests:
   dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.0
   dEQP-GLES31.functional.ssbo.layout.multi_basic_types.single_buffer.std430

v2: Move to a better place in case statement
v3: Rebase

Reviewed-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
gurchetansingh@chromium.org
2018-06-04 09:03:37 -07:00
committed by Dave Airlie
parent 1c9053d076
commit 6ce94a50bb
3 changed files with 4 additions and 1 deletions

View File

@@ -292,6 +292,7 @@ struct virgl_caps_v2 {
int32_t max_texture_gather_offset;
uint32_t texture_buffer_offset_alignment;
uint32_t uniform_buffer_offset_alignment;
uint32_t shader_buffer_offset_alignment;
};
union virgl_caps {

View File

@@ -211,6 +211,8 @@ virgl_get_param(struct pipe_screen *screen, enum pipe_cap param)
return vscreen->caps.caps.v1.bset.polygon_offset_clamp;
case PIPE_CAP_QUERY_SO_OVERFLOW:
return vscreen->caps.caps.v1.bset.transform_feedback_overflow_query;
case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
return vscreen->caps.caps.v2.shader_buffer_offset_alignment;
case PIPE_CAP_TEXTURE_GATHER_SM5:
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
case PIPE_CAP_FAKE_SW_MSAA:
@@ -236,7 +238,6 @@ virgl_get_param(struct pipe_screen *screen, enum pipe_cap param)
case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
case PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL:
case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
case PIPE_CAP_INVALIDATE_BUFFER:
case PIPE_CAP_GENERATE_MIPMAP:
case PIPE_CAP_SURFACE_REINTERPRET_BLOCKS:

View File

@@ -134,5 +134,6 @@ static inline void virgl_ws_fill_new_caps_defaults(struct virgl_drm_caps *caps)
caps->caps.v2.max_texture_gather_offset = 7;
caps->caps.v2.texture_buffer_offset_alignment = 0;
caps->caps.v2.uniform_buffer_offset_alignment = 256;
caps->caps.v2.shader_buffer_offset_alignment = 32;
}
#endif