/************************************************************************** * * 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 "compiler/nir/nir.h" #include "main/context.h" #include "main/macros.h" #include "main/spirv_extensions.h" #include "main/version.h" #include "nir/nir_to_tgsi.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_screen.h" #include "tgsi/tgsi_from_mesa.h" #include "util/u_math.h" #include "util/u_memory.h" #include "st_context.h" #include "st_debug.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 _minf(float a, float 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; } static unsigned mesa_to_gl_stages(unsigned stages) { unsigned ret = 0; if (stages & BITFIELD_BIT(MESA_SHADER_VERTEX)) ret |= GL_VERTEX_SHADER_BIT; if (stages & BITFIELD_BIT(MESA_SHADER_TESS_CTRL)) ret |= GL_TESS_CONTROL_SHADER_BIT; if (stages & BITFIELD_BIT(MESA_SHADER_TESS_EVAL)) ret |= GL_TESS_EVALUATION_SHADER_BIT; if (stages & BITFIELD_BIT(MESA_SHADER_GEOMETRY)) ret |= GL_GEOMETRY_SHADER_BIT; if (stages & BITFIELD_BIT(MESA_SHADER_FRAGMENT)) ret |= GL_FRAGMENT_SHADER_BIT; if (stages & BITFIELD_BIT(MESA_SHADER_COMPUTE)) ret |= GL_COMPUTE_SHADER_BIT; return ret; } /** * Query driver to get implementation limits. * Note that we have to limit/clamp against Mesa's internal limits too. */ void st_init_limits(struct pipe_screen *screen, struct gl_constants *c, struct gl_extensions *extensions, gl_api api) { unsigned sh; bool can_ubo = true; int temp; c->MaxTextureSize = screen->caps.max_texture_2d_size; c->MaxTextureSize = MIN2(c->MaxTextureSize, 1 << (MAX_TEXTURE_LEVELS - 1)); c->MaxTextureMbytes = MAX2(c->MaxTextureMbytes, screen->caps.max_texture_mb); c->Max3DTextureLevels = _min(screen->caps.max_texture_3d_levels, MAX_TEXTURE_LEVELS); extensions->OES_texture_3D = c->Max3DTextureLevels != 0; c->MaxCubeTextureLevels = _min(screen->caps.max_texture_cube_levels, MAX_TEXTURE_LEVELS); c->MaxTextureRectSize = _min(c->MaxTextureSize, MAX_TEXTURE_RECT_SIZE); c->MaxArrayTextureLayers = screen->caps.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_caps. queries. */ c->MaxViewportWidth = c->MaxViewportHeight = c->MaxRenderbufferSize = c->MaxTextureRectSize; c->SubPixelBits = screen->caps.rasterizer_subpixel_bits; c->ViewportSubpixelBits = screen->caps.viewport_subpixel_bits; c->MaxDrawBuffers = c->MaxColorAttachments = _clamp(screen->caps.max_render_targets, 1, MAX_DRAW_BUFFERS); c->MaxDualSourceDrawBuffers = _clamp(screen->caps.max_dual_source_render_targets, 0, MAX_DRAW_BUFFERS); c->MaxLineWidth = _maxf(1.0f, screen->caps.max_line_width); c->MaxLineWidthAA = _maxf(1.0f, screen->caps.max_line_width_aa); c->MinLineWidth = screen->caps.min_line_width; c->MinLineWidthAA = screen->caps.min_line_width_aa; c->LineWidthGranularity = screen->caps.line_width_granularity; c->MaxPointSize = _maxf(1.0f, screen->caps.max_point_size); c->MaxPointSizeAA = _maxf(1.0f, screen->caps.max_point_size_aa); c->MinPointSize = MAX2(screen->caps.min_point_size, 0.01); c->MinPointSizeAA = MAX2(screen->caps.min_point_size_aa, 0.01); c->PointSizeGranularity = screen->caps.point_size_granularity; c->MaxTextureMaxAnisotropy = _maxf(2.0f, screen->caps.max_texture_anisotropy); c->MaxTextureLodBias = _minf(31.0f, screen->caps.max_texture_lod_bias); c->QuadsFollowProvokingVertexConvention = screen->caps.quads_follow_provoking_vertex_convention; c->MaxUniformBlockSize = screen->caps.max_constant_buffer_size_uint; if (c->MaxUniformBlockSize < 16384) { can_ubo = false; } /* Round down to a multiple of 4 to make piglit happy. Bytes are not * addressible by UBOs anyway. */ c->MaxUniformBlockSize &= ~3; c->HasFBFetch = screen->caps.fbfetch; c->PointSizeFixed = screen->caps.point_size_fixed != PIPE_POINT_SIZE_LOWER_ALWAYS; for (sh = 0; sh < PIPE_SHADER_TYPES; ++sh) { const gl_shader_stage stage = tgsi_processor_to_shader_stage(sh); struct gl_shader_compiler_options *options = &c->ShaderCompilerOptions[stage]; struct gl_program_constants *pc = &c->Program[stage]; if (screen->get_compiler_options) options->NirOptions = screen->get_compiler_options(screen, PIPE_SHADER_IR_NIR, sh); if (!options->NirOptions) { options->NirOptions = nir_to_tgsi_get_compiler_options(screen, PIPE_SHADER_IR_NIR, sh); } if (sh == PIPE_SHADER_COMPUTE) { if (!screen->caps.compute) continue; } pc->MaxTextureImageUnits = _min(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS), MAX_TEXTURE_IMAGE_UNITS); pc->MaxInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS); pc->MaxAluInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS); pc->MaxTexInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS); pc->MaxTexIndirections = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS); pc->MaxAttribs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS); pc->MaxTemps = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS); pc->MaxUniformComponents = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONST_BUFFER0_SIZE) / 4; /* reserve space in the default-uniform for lowered state */ if (sh == PIPE_SHADER_VERTEX || sh == PIPE_SHADER_TESS_EVAL || sh == PIPE_SHADER_GEOMETRY) { if (!screen->caps.clip_planes) pc->MaxUniformComponents -= 4 * MAX_CLIP_PLANES; if (!screen->caps.point_size_fixed) pc->MaxUniformComponents -= 4; } else if (sh == PIPE_SHADER_FRAGMENT) { if (!screen->caps.alpha_test) pc->MaxUniformComponents -= 4; } pc->MaxUniformComponents = MIN2(pc->MaxUniformComponents, MAX_UNIFORMS * 4); /* For ARB programs, prog_src_register::Index is a signed 13-bit number. * This gives us a limit of 4096 values - but we may need to generate * internal values in addition to what the source program uses. So, we * drop the limit one step lower, to 2048, to be safe. */ pc->MaxParameters = MIN2(pc->MaxUniformComponents / 4, 2048); pc->MaxInputComponents = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS) * 4; pc->MaxOutputComponents = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_OUTPUTS) * 4; 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 + (uint64_t)c->MaxUniformBlockSize / 4 * pc->MaxUniformBlocks; pc->MaxShaderStorageBlocks = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS); temp = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS); if (temp) { /* * for separate atomic counters get the actual hw limits * per stage on atomic counters and buffers */ pc->MaxAtomicCounters = temp; pc->MaxAtomicBuffers = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS); } else if (pc->MaxShaderStorageBlocks) { pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS; /* * without separate atomic counters, reserve half of the available * SSBOs for atomic buffers, and the other half for normal SSBOs. */ pc->MaxAtomicBuffers = pc->MaxShaderStorageBlocks / 2; pc->MaxShaderStorageBlocks -= pc->MaxAtomicBuffers; } pc->MaxImageUniforms = _min(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_SHADER_IMAGES), MAX_IMAGE_UNIFORMS); /* 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); if (screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_INTEGERS)) { pc->LowInt.RangeMin = 31; pc->LowInt.RangeMax = 30; pc->LowInt.Precision = 0; pc->MediumInt = pc->HighInt = pc->LowInt; if (screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_INT16)) { pc->LowInt.RangeMin = 15; pc->LowInt.RangeMax = 14; pc->MediumInt = pc->LowInt; } } if (screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16)) { pc->LowFloat.RangeMin = 15; pc->LowFloat.RangeMax = 15; pc->LowFloat.Precision = 10; pc->MediumFloat = pc->LowFloat; } /* 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->EmitNoMainReturn = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES); options->EmitNoCont = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_CONT_SUPPORTED); 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->MaxInstructions && (options->EmitNoIndirectUniform || pc->MaxUniformBlocks < 12)) { can_ubo = false; } if (sh == PIPE_SHADER_VERTEX || sh == PIPE_SHADER_GEOMETRY) { if (screen->caps.viewport_transform_lowered) options->LowerBuiltinVariablesXfb |= VARYING_BIT_POS; if (screen->caps.psiz_clamped) options->LowerBuiltinVariablesXfb |= VARYING_BIT_PSIZ; } options->LowerPrecisionFloat16 = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16); options->LowerPrecisionDerivatives = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16_DERIVATIVES); options->LowerPrecisionInt16 = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_INT16); options->LowerPrecisionConstants = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_GLSL_16BIT_CONSTS); options->LowerPrecisionFloat16Uniforms = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16_CONST_BUFFERS); } c->MaxUserAssignableUniformLocations = c->Program[MESA_SHADER_VERTEX].MaxUniformComponents + c->Program[MESA_SHADER_TESS_CTRL].MaxUniformComponents + c->Program[MESA_SHADER_TESS_EVAL].MaxUniformComponents + c->Program[MESA_SHADER_GEOMETRY].MaxUniformComponents + c->Program[MESA_SHADER_FRAGMENT].MaxUniformComponents; c->GLSLLowerConstArrays = screen->caps.prefer_imm_arrays_as_constbuf; c->GLSLTessLevelsAsInputs = screen->caps.glsl_tess_levels_as_inputs; c->PrimitiveRestartForPatches = false; c->MaxCombinedTextureImageUnits = _min(c->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits + c->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits + c->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits + c->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits + c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits + c->Program[MESA_SHADER_COMPUTE].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); c->MaxVarying = screen->caps.max_varyings; c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING); c->MaxGeometryOutputVertices = screen->caps.max_geometry_output_vertices; c->MaxGeometryTotalOutputComponents = screen->caps.max_geometry_total_output_components; c->MaxGeometryShaderInvocations = screen->caps.max_gs_invocations; c->MaxTessPatchComponents = MIN2(screen->caps.max_shader_patch_varyings, MAX_VARYING) * 4; c->MinProgramTexelOffset = screen->caps.min_texel_offset; c->MaxProgramTexelOffset = screen->caps.max_texel_offset; c->MaxProgramTextureGatherComponents = screen->caps.max_texture_gather_components; c->MinProgramTextureGatherOffset = screen->caps.min_texture_gather_offset; c->MaxProgramTextureGatherOffset = screen->caps.max_texture_gather_offset; c->MaxTransformFeedbackBuffers = screen->caps.max_stream_output_buffers; c->MaxTransformFeedbackBuffers = MIN2(c->MaxTransformFeedbackBuffers, MAX_FEEDBACK_BUFFERS); c->MaxTransformFeedbackSeparateComponents = screen->caps.max_stream_output_separate_components; c->MaxTransformFeedbackInterleavedComponents = screen->caps.max_stream_output_interleaved_components; c->MaxVertexStreams = MAX2(1, screen->caps.max_vertex_streams); /* The vertex stream must fit into pipe_stream_output_info::stream */ assert(c->MaxVertexStreams <= 4); c->MaxVertexAttribStride = screen->caps.max_vertex_attrib_stride; /* The value cannot be larger than that since pipe_vertex_buffer::src_offset * is only 16 bits. */ temp = screen->caps.max_vertex_element_src_offset; c->MaxVertexAttribRelativeOffset = MIN2(0xffff, temp); c->GLSLSkipStrictMaxUniformLimitCheck = screen->caps.tgsi_can_compact_constants; c->UniformBufferOffsetAlignment = screen->caps.constant_buffer_offset_alignment; if (can_ubo) { extensions->ARB_uniform_buffer_object = GL_TRUE; c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings = c->Program[MESA_SHADER_VERTEX].MaxUniformBlocks + c->Program[MESA_SHADER_TESS_CTRL].MaxUniformBlocks + c->Program[MESA_SHADER_TESS_EVAL].MaxUniformBlocks + c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks + c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks + c->Program[MESA_SHADER_COMPUTE].MaxUniformBlocks; assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS); } c->GLSLFragCoordIsSysVal = screen->caps.fs_position_is_sysval; c->GLSLPointCoordIsSysVal = screen->caps.fs_point_is_sysval; c->GLSLFrontFacingIsSysVal = screen->caps.fs_face_is_integer_sysval; /* GL_ARB_get_program_binary */ if (screen->get_disk_shader_cache && screen->get_disk_shader_cache(screen)) c->NumProgramBinaryFormats = 1; /* GL_ARB_gl_spirv */ if (screen->caps.gl_spirv && (api == API_OPENGL_CORE || api == API_OPENGL_COMPAT)) c->NumShaderBinaryFormats = 1; c->MaxAtomicBufferBindings = MAX2(c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers, c->Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers); c->MaxAtomicBufferSize = ATOMIC_COUNTER_SIZE * MAX2(c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters, c->Program[MESA_SHADER_COMPUTE].MaxAtomicCounters); c->MaxCombinedAtomicBuffers = MIN2(screen->caps.max_combined_hw_atomic_counter_buffers, MAX_COMBINED_ATOMIC_BUFFERS); if (!c->MaxCombinedAtomicBuffers) { c->MaxCombinedAtomicBuffers = MAX2( c->Program[MESA_SHADER_VERTEX].MaxAtomicBuffers + c->Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers + c->Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers + c->Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers + c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers, c->Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers); assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS); } c->MaxCombinedAtomicCounters = screen->caps.max_combined_hw_atomic_counters; if (!c->MaxCombinedAtomicCounters) c->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS; if (c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers) { extensions->ARB_shader_atomic_counters = GL_TRUE; extensions->ARB_shader_atomic_counter_ops = GL_TRUE; } c->MaxCombinedShaderOutputResources = c->MaxDrawBuffers; c->ShaderStorageBufferOffsetAlignment = screen->caps.shader_buffer_offset_alignment; if (c->ShaderStorageBufferOffsetAlignment) { c->MaxCombinedShaderStorageBlocks = MIN2(screen->caps.max_combined_shader_buffers, MAX_COMBINED_SHADER_STORAGE_BUFFERS); if (!c->MaxCombinedShaderStorageBlocks) { c->MaxCombinedShaderStorageBlocks = MAX2( c->Program[MESA_SHADER_VERTEX].MaxShaderStorageBlocks + c->Program[MESA_SHADER_TESS_CTRL].MaxShaderStorageBlocks + c->Program[MESA_SHADER_TESS_EVAL].MaxShaderStorageBlocks + c->Program[MESA_SHADER_GEOMETRY].MaxShaderStorageBlocks + c->Program[MESA_SHADER_FRAGMENT].MaxShaderStorageBlocks, c->Program[MESA_SHADER_COMPUTE].MaxShaderStorageBlocks); assert(c->MaxCombinedShaderStorageBlocks < MAX_COMBINED_SHADER_STORAGE_BUFFERS); } c->MaxShaderStorageBufferBindings = c->MaxCombinedShaderStorageBlocks; c->MaxCombinedShaderOutputResources += c->MaxCombinedShaderStorageBlocks; c->MaxShaderStorageBlockSize = screen->caps.max_shader_buffer_size_uint; if (c->Program[MESA_SHADER_FRAGMENT].MaxShaderStorageBlocks) extensions->ARB_shader_storage_buffer_object = GL_TRUE; } c->MaxCombinedImageUniforms = c->Program[MESA_SHADER_VERTEX].MaxImageUniforms + c->Program[MESA_SHADER_TESS_CTRL].MaxImageUniforms + c->Program[MESA_SHADER_TESS_EVAL].MaxImageUniforms + c->Program[MESA_SHADER_GEOMETRY].MaxImageUniforms + c->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms + c->Program[MESA_SHADER_COMPUTE].MaxImageUniforms; c->MaxCombinedShaderOutputResources += c->MaxCombinedImageUniforms; c->MaxImageUnits = MAX_IMAGE_UNITS; if (c->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms && screen->caps.image_store_formatted) { extensions->ARB_shader_image_load_store = GL_TRUE; extensions->ARB_shader_image_size = GL_TRUE; } /* ARB_framebuffer_no_attachments */ c->MaxFramebufferWidth = c->MaxViewportWidth; c->MaxFramebufferHeight = c->MaxViewportHeight; /* NOTE: we cheat here a little by assuming that * pipe_caps.max_texture_array_layers has the same * number of layers as we need, although we technically * could have more the generality is not really useful * in practicality. */ c->MaxFramebufferLayers = screen->caps.max_texture_array_layers; c->MaxWindowRectangles = screen->caps.max_window_rectangles; c->SparseBufferPageSize = screen->caps.sparse_buffer_page_size; c->AllowMappedBuffersDuringExecution = screen->caps.allow_mapped_buffers_during_execution; c->UseSTD430AsDefaultPacking = screen->caps.load_constbuf; c->MaxSubpixelPrecisionBiasBits = screen->caps.max_conservative_raster_subpixel_precision_bias; c->ConservativeRasterDilateRange[0] = screen->caps.min_conservative_raster_dilate; c->ConservativeRasterDilateRange[1] = screen->caps.max_conservative_raster_dilate; c->ConservativeRasterDilateGranularity = screen->caps.conservative_raster_dilate_granularity; /* limit the max combined shader output resources to a driver limit */ temp = screen->caps.max_combined_shader_output_resources; if (temp > 0 && c->MaxCombinedShaderOutputResources > temp) c->MaxCombinedShaderOutputResources = temp; c->VertexBufferOffsetIsInt32 = screen->caps.signed_vertex_buffer_offset; c->UseVAOFastPath = screen->caps.allow_dynamic_vao_fastpath; c->glBeginEndBufferSize = screen->caps.gl_begin_end_buffer_size; c->MaxSparseTextureSize = screen->caps.max_sparse_texture_size; c->MaxSparse3DTextureSize = screen->caps.max_sparse_3d_texture_size; c->MaxSparseArrayTextureLayers = screen->caps.max_sparse_array_texture_layers; c->SparseTextureFullArrayCubeMipmaps = screen->caps.sparse_texture_full_array_cube_mipmaps; c->HardwareAcceleratedSelect = screen->caps.hardware_gl_select; c->AllowGLThreadBufferSubDataOpt = screen->caps.allow_glthread_buffer_subdata_opt; c->HasDrawVertexState = screen->caps.draw_vertex_state; c->ShaderSubgroupSize = screen->caps.shader_subgroup_size; c->ShaderSubgroupSupportedStages = mesa_to_gl_stages(screen->caps.shader_subgroup_supported_stages); c->ShaderSubgroupSupportedFeatures = screen->caps.shader_subgroup_supported_features; c->ShaderSubgroupQuadAllStages = screen->caps.shader_subgroup_quad_all_stages; } /** * 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_format_mapping { int extension_offset[2]; enum pipe_format format[32]; /* 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 pipe_screen *screen, struct gl_extensions *extensions, const struct st_extension_format_mapping *mapping, unsigned num_mappings, enum pipe_texture_target target, unsigned bind_flags) { GLboolean *extension_table = (GLboolean *) extensions; unsigned i; int j; int num_formats = ARRAY_SIZE(mapping->format); int num_ext = ARRAY_SIZE(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, 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++) extension_table[mapping[i].extension_offset[j]] = GL_TRUE; } } /** * Given a list of formats and bind flags, return the maximum number * of samples supported by any of those formats. */ static unsigned get_max_samples_for_formats(struct pipe_screen *screen, unsigned num_formats, const enum pipe_format *formats, unsigned max_samples, unsigned bind) { unsigned i, f; for (i = max_samples; i > 0; --i) { for (f = 0; f < num_formats; f++) { if (screen->is_format_supported(screen, formats[f], PIPE_TEXTURE_2D, i, i, bind)) { return i; } } } return 0; } static unsigned get_max_samples_for_formats_advanced(struct pipe_screen *screen, unsigned num_formats, const enum pipe_format *formats, unsigned max_samples, unsigned num_storage_samples, unsigned bind) { unsigned i, f; for (i = max_samples; i > 0; --i) { for (f = 0; f < num_formats; f++) { if (screen->is_format_supported(screen, formats[f], PIPE_TEXTURE_2D, i, num_storage_samples, bind)) { return i; } } } return 0; } /** * Use pipe_screen::get_param() to query pipe_caps. 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 pipe_screen *screen, struct gl_constants *consts, struct gl_extensions *extensions, struct st_config_options *options, gl_api api) { unsigned i; /* Required: render target and sampler support */ static const struct st_extension_format_mapping rendertarget_mapping[] = { { { o(ARB_texture_rgb10_a2ui) }, { PIPE_FORMAT_R10G10B10A2_UINT, PIPE_FORMAT_B10G10R10A2_UINT }, GL_TRUE }, /* at least one format must be supported */ { { o(EXT_sRGB) }, { PIPE_FORMAT_A8B8G8R8_SRGB, PIPE_FORMAT_B8G8R8A8_SRGB, PIPE_FORMAT_R8G8B8A8_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 } }, { { o(EXT_texture_norm16) }, { PIPE_FORMAT_R16_UNORM, PIPE_FORMAT_R16G16_UNORM, PIPE_FORMAT_R16G16B16A16_UNORM } }, { { o(EXT_render_snorm) }, { PIPE_FORMAT_R8_SNORM, PIPE_FORMAT_R8G8_SNORM, PIPE_FORMAT_R8G8B8A8_SNORM, PIPE_FORMAT_R16_SNORM, PIPE_FORMAT_R16G16_SNORM, PIPE_FORMAT_R16G16B16A16_SNORM } }, { { o(EXT_color_buffer_half_float) }, { PIPE_FORMAT_R16_FLOAT, PIPE_FORMAT_R16G16_FLOAT, PIPE_FORMAT_R16G16B16A16_FLOAT } }, { { o(EXT_color_buffer_float) }, { PIPE_FORMAT_R16_FLOAT, PIPE_FORMAT_R16G16_FLOAT, PIPE_FORMAT_R16G16B16A16_FLOAT, PIPE_FORMAT_R32_FLOAT, PIPE_FORMAT_R32G32_FLOAT, PIPE_FORMAT_R32G32B32A32_FLOAT } }, }; /* Required: render target, sampler, and blending */ static const struct st_extension_format_mapping rt_blendable[] = { { { o(EXT_float_blend) }, { PIPE_FORMAT_R32G32B32A32_FLOAT } }, }; /* 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(OES_texture_float) }, { PIPE_FORMAT_R32G32B32A32_FLOAT } }, { { o(OES_texture_half_float) }, { PIPE_FORMAT_R16G16B16A16_FLOAT } }, { { 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_compression_s3tc_srgb) }, { PIPE_FORMAT_DXT1_SRGB, PIPE_FORMAT_DXT1_SRGBA, PIPE_FORMAT_DXT3_SRGBA, PIPE_FORMAT_DXT5_SRGBA } }, { { o(ARB_texture_compression_bptc) }, { PIPE_FORMAT_BPTC_RGBA_UNORM, PIPE_FORMAT_BPTC_SRGBA, PIPE_FORMAT_BPTC_RGB_FLOAT, PIPE_FORMAT_BPTC_RGB_UFLOAT } }, { { o(TDFX_texture_compression_FXT1) }, { PIPE_FORMAT_FXT1_RGB, PIPE_FORMAT_FXT1_RGBA } }, { { o(KHR_texture_compression_astc_ldr), o(KHR_texture_compression_astc_sliced_3d) }, { PIPE_FORMAT_ASTC_4x4, PIPE_FORMAT_ASTC_5x4, PIPE_FORMAT_ASTC_5x5, PIPE_FORMAT_ASTC_6x5, PIPE_FORMAT_ASTC_6x6, PIPE_FORMAT_ASTC_8x5, PIPE_FORMAT_ASTC_8x6, PIPE_FORMAT_ASTC_8x8, PIPE_FORMAT_ASTC_10x5, PIPE_FORMAT_ASTC_10x6, PIPE_FORMAT_ASTC_10x8, PIPE_FORMAT_ASTC_10x10, PIPE_FORMAT_ASTC_12x10, PIPE_FORMAT_ASTC_12x12, PIPE_FORMAT_ASTC_4x4_SRGB, PIPE_FORMAT_ASTC_5x4_SRGB, PIPE_FORMAT_ASTC_5x5_SRGB, PIPE_FORMAT_ASTC_6x5_SRGB, PIPE_FORMAT_ASTC_6x6_SRGB, PIPE_FORMAT_ASTC_8x5_SRGB, PIPE_FORMAT_ASTC_8x6_SRGB, PIPE_FORMAT_ASTC_8x8_SRGB, PIPE_FORMAT_ASTC_10x5_SRGB, PIPE_FORMAT_ASTC_10x6_SRGB, PIPE_FORMAT_ASTC_10x8_SRGB, PIPE_FORMAT_ASTC_10x10_SRGB, PIPE_FORMAT_ASTC_12x10_SRGB, PIPE_FORMAT_ASTC_12x12_SRGB } }, { { 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, PIPE_FORMAT_A8R8G8B8_SRGB, PIPE_FORMAT_R8G8B8A8_SRGB}, GL_TRUE }, /* at least one format must be supported */ { { o(EXT_texture_sRGB_R8) }, { PIPE_FORMAT_R8_SRGB }, }, { { o(EXT_texture_sRGB_RG8) }, { PIPE_FORMAT_R8G8_SRGB }, }, { { o(EXT_texture_type_2_10_10_10_REV) }, { PIPE_FORMAT_R10G10B10A2_UNORM, PIPE_FORMAT_B10G10R10A2_UNORM }, 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, PIPE_FORMAT_R8G8B8A8_UNORM }, GL_TRUE }, /* at least one format must be supported */ { { o(ARB_stencil_texturing), o(ARB_texture_stencil8) }, { PIPE_FORMAT_X24S8_UINT, PIPE_FORMAT_S8X24_UINT }, GL_TRUE }, /* at least one format must be supported */ { { o(AMD_compressed_ATC_texture) }, { PIPE_FORMAT_ATC_RGB, PIPE_FORMAT_ATC_RGBA_EXPLICIT, PIPE_FORMAT_ATC_RGBA_INTERPOLATED } }, }; /* Required: sampler support */ static const struct st_extension_format_mapping texture_mapping_compressed_fallback[] = { { { o(KHR_texture_compression_astc_ldr), o(KHR_texture_compression_astc_sliced_3d) }, { PIPE_FORMAT_R8G8B8A8_UNORM, PIPE_FORMAT_R8G8B8A8_SRGB } }, { { o(ARB_texture_compression_rgtc) }, { PIPE_FORMAT_R8_UNORM, PIPE_FORMAT_R8_SNORM, PIPE_FORMAT_R8G8_UNORM, PIPE_FORMAT_R8G8_SNORM } }, { { o(EXT_texture_compression_latc) }, { PIPE_FORMAT_L8_UNORM, PIPE_FORMAT_L8_SNORM, PIPE_FORMAT_L8A8_UNORM, PIPE_FORMAT_L8A8_SNORM } }, { { o(EXT_texture_compression_s3tc), o(ANGLE_texture_compression_dxt) }, { PIPE_FORMAT_R8G8B8A8_UNORM } }, { { o(EXT_texture_compression_s3tc_srgb) }, { PIPE_FORMAT_R8G8B8A8_SRGB } }, { { o(ARB_texture_compression_bptc) }, { PIPE_FORMAT_R8G8B8A8_UNORM, PIPE_FORMAT_R8G8B8A8_SRGB, PIPE_FORMAT_R16G16B16X16_FLOAT } }, { { o(ATI_texture_compression_3dc) }, { PIPE_FORMAT_L8A8_UNORM } }, }; /* Required: vertex fetch support. */ static const struct st_extension_format_mapping vertex_mapping[] = { { { o(EXT_vertex_array_bgra) }, { PIPE_FORMAT_B8G8R8A8_UNORM } }, { { 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, } }, }; #define EXT_CAP(ext, cap) extensions->ext |= !!screen->caps.cap /* Expose the extensions which directly correspond to gallium caps. */ EXT_CAP(ARB_base_instance, start_instance); EXT_CAP(ARB_bindless_texture, bindless_texture); EXT_CAP(ARB_buffer_storage, buffer_map_persistent_coherent); EXT_CAP(ARB_clip_control, clip_halfz); EXT_CAP(ARB_color_buffer_float, vertex_color_unclamped); EXT_CAP(ARB_conditional_render_inverted, conditional_render_inverted); EXT_CAP(ARB_copy_image, copy_between_compressed_and_plain_formats); EXT_CAP(OES_copy_image, copy_between_compressed_and_plain_formats); EXT_CAP(ARB_cull_distance, cull_distance); EXT_CAP(ARB_depth_clamp, depth_clip_disable); EXT_CAP(ARB_derivative_control, fs_fine_derivative); EXT_CAP(ARB_draw_buffers_blend, indep_blend_func); EXT_CAP(ARB_draw_indirect, draw_indirect); EXT_CAP(ARB_draw_instanced, vs_instanceid); EXT_CAP(ARB_fragment_program_shadow, texture_shadow_map); EXT_CAP(ARB_framebuffer_object, mixed_framebuffer_sizes); EXT_CAP(ARB_gpu_shader_int64, int64); EXT_CAP(ARB_gl_spirv, gl_spirv); EXT_CAP(ARB_indirect_parameters, multi_draw_indirect_params); EXT_CAP(ARB_instanced_arrays, vertex_element_instance_divisor); EXT_CAP(ARB_occlusion_query2, occlusion_query); EXT_CAP(ARB_pipeline_statistics_query, query_pipeline_statistics); EXT_CAP(ARB_pipeline_statistics_query, query_pipeline_statistics_single); EXT_CAP(ARB_polygon_offset_clamp, polygon_offset_clamp); EXT_CAP(ARB_post_depth_coverage, post_depth_coverage); EXT_CAP(ARB_query_buffer_object, query_buffer_object); EXT_CAP(ARB_robust_buffer_access_behavior, robust_buffer_access_behavior); EXT_CAP(ARB_sample_shading, sample_shading); EXT_CAP(ARB_sample_locations, programmable_sample_locations); EXT_CAP(ARB_seamless_cube_map, seamless_cube_map); EXT_CAP(ARB_shader_ballot, shader_ballot); EXT_CAP(ARB_shader_clock, shader_clock); EXT_CAP(ARB_shader_draw_parameters, draw_parameters); EXT_CAP(ARB_shader_group_vote, shader_group_vote); EXT_CAP(EXT_shader_image_load_formatted, image_load_formatted); EXT_CAP(EXT_shader_image_load_store, image_atomic_inc_wrap); EXT_CAP(ARB_shader_stencil_export, shader_stencil_export); EXT_CAP(ARB_shader_texture_image_samples, texture_query_samples); EXT_CAP(ARB_shader_texture_lod, fragment_shader_texture_lod); EXT_CAP(ARB_shadow, texture_shadow_map); EXT_CAP(ARB_sparse_buffer, sparse_buffer_page_size); EXT_CAP(ARB_sparse_texture, max_sparse_texture_size); EXT_CAP(ARB_sparse_texture2, query_sparse_texture_residency); EXT_CAP(ARB_sparse_texture_clamp, clamp_sparse_texture_lod); EXT_CAP(ARB_spirv_extensions, gl_spirv); EXT_CAP(ARB_texture_buffer_object, texture_buffer_objects); EXT_CAP(ARB_texture_cube_map_array, cube_map_array); EXT_CAP(ARB_texture_filter_minmax, sampler_reduction_minmax_arb); EXT_CAP(ARB_texture_gather, max_texture_gather_components); EXT_CAP(ARB_texture_mirror_clamp_to_edge, texture_mirror_clamp_to_edge); EXT_CAP(ARB_texture_multisample, texture_multisample); EXT_CAP(ARB_texture_non_power_of_two, npot_textures); EXT_CAP(ARB_texture_query_lod, texture_query_lod); EXT_CAP(ARB_texture_view, sampler_view_target); EXT_CAP(ARB_timer_query, query_timestamp); EXT_CAP(ARB_transform_feedback2, stream_output_pause_resume); EXT_CAP(ARB_transform_feedback3, stream_output_interleave_buffers); EXT_CAP(ARB_transform_feedback_overflow_query, query_so_overflow); EXT_CAP(ARB_fragment_shader_interlock, fragment_shader_interlock); EXT_CAP(EXT_blend_equation_separate, blend_equation_separate); EXT_CAP(EXT_demote_to_helper_invocation, demote_to_helper_invocation); EXT_CAP(EXT_depth_bounds_test, depth_bounds_test); EXT_CAP(EXT_disjoint_timer_query, query_timestamp); EXT_CAP(EXT_draw_buffers2, indep_blend_enable); EXT_CAP(EXT_memory_object, memobj); #ifndef _WIN32 EXT_CAP(EXT_memory_object_fd, memobj); #else EXT_CAP(EXT_memory_object_win32, memobj); #endif EXT_CAP(EXT_multisampled_render_to_texture, surface_sample_count); EXT_CAP(EXT_semaphore, fence_signal); #ifndef _WIN32 EXT_CAP(EXT_semaphore_fd, fence_signal); #else EXT_CAP(EXT_semaphore_win32, fence_signal); #endif EXT_CAP(EXT_shader_samples_identical, shader_samples_identical); EXT_CAP(EXT_texture_array, max_texture_array_layers); EXT_CAP(EXT_texture_compression_astc_decode_mode, astc_decode_mode); EXT_CAP(EXT_texture_filter_anisotropic, anisotropic_filter); EXT_CAP(EXT_texture_filter_minmax, sampler_reduction_minmax); EXT_CAP(EXT_texture_mirror_clamp, texture_mirror_clamp); EXT_CAP(EXT_texture_shadow_lod, texture_shadow_lod); EXT_CAP(EXT_texture_swizzle, texture_swizzle); EXT_CAP(EXT_transform_feedback, max_stream_output_buffers); EXT_CAP(EXT_window_rectangles, max_window_rectangles); EXT_CAP(KHR_shader_subgroup, shader_subgroup_size); EXT_CAP(AMD_depth_clamp_separate, depth_clip_disable_separate); EXT_CAP(AMD_framebuffer_multisample_advanced, framebuffer_msaa_constraints); EXT_CAP(AMD_gpu_shader_half_float, fp16); EXT_CAP(AMD_performance_monitor, performance_monitor); EXT_CAP(AMD_pinned_memory, resource_from_user_memory); EXT_CAP(ATI_meminfo, query_memory_info); EXT_CAP(AMD_seamless_cubemap_per_texture, seamless_cube_map_per_texture); EXT_CAP(ATI_texture_mirror_once, texture_mirror_clamp); EXT_CAP(INTEL_conservative_rasterization, conservative_raster_inner_coverage); EXT_CAP(INTEL_shader_atomic_float_minmax, atomic_float_minmax); EXT_CAP(MESA_tile_raster_order, tile_raster_order); EXT_CAP(NV_alpha_to_coverage_dither_control, alpha_to_coverage_dither_control); EXT_CAP(NV_compute_shader_derivatives, compute_shader_derivatives); EXT_CAP(NV_conditional_render, conditional_render); EXT_CAP(NV_fill_rectangle, polygon_mode_fill_rectangle); EXT_CAP(NV_primitive_restart, primitive_restart); EXT_CAP(NV_shader_atomic_float, image_atomic_float_add); EXT_CAP(NV_shader_atomic_int64, shader_atomic_int64); EXT_CAP(NV_texture_barrier, texture_barrier); EXT_CAP(NV_viewport_array2, viewport_mask); EXT_CAP(NV_viewport_swizzle, viewport_swizzle); EXT_CAP(NVX_gpu_memory_info, query_memory_info); EXT_CAP(OES_standard_derivatives, fragment_shader_derivatives); EXT_CAP(OES_texture_float_linear, texture_float_linear); EXT_CAP(OES_texture_half_float_linear, texture_half_float_linear); EXT_CAP(OES_texture_view, sampler_view_target); EXT_CAP(INTEL_blackhole_render, frontend_noop); EXT_CAP(ARM_shader_framebuffer_fetch_depth_stencil, fbfetch_zs); EXT_CAP(MESA_texture_const_bandwidth, has_const_bw); #undef EXT_CAP /* MESA_texture_const_bandwidth depends on EXT_memory_object */ if (!extensions->EXT_memory_object) extensions->MESA_texture_const_bandwidth = GL_FALSE; /* EXT implies ARB here */ if (extensions->EXT_texture_filter_minmax) extensions->ARB_texture_filter_minmax = GL_TRUE; /* Expose the extensions which directly correspond to gallium formats. */ init_format_extensions(screen, extensions, rendertarget_mapping, ARRAY_SIZE(rendertarget_mapping), PIPE_TEXTURE_2D, PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW); init_format_extensions(screen, extensions, rt_blendable, ARRAY_SIZE(rt_blendable), PIPE_TEXTURE_2D, PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_BLENDABLE); init_format_extensions(screen, extensions, depthstencil_mapping, ARRAY_SIZE(depthstencil_mapping), PIPE_TEXTURE_2D, PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_SAMPLER_VIEW); init_format_extensions(screen, extensions, texture_mapping, ARRAY_SIZE(texture_mapping), PIPE_TEXTURE_2D, PIPE_BIND_SAMPLER_VIEW); if (options->allow_compressed_fallback) init_format_extensions(screen, extensions, texture_mapping_compressed_fallback, ARRAY_SIZE(texture_mapping_compressed_fallback), PIPE_TEXTURE_2D, PIPE_BIND_SAMPLER_VIEW); init_format_extensions(screen, extensions, vertex_mapping, ARRAY_SIZE(vertex_mapping), PIPE_BUFFER, PIPE_BIND_VERTEX_BUFFER); /* Figure out GLSL support and set GLSLVersion to it. */ consts->GLSLVersion = screen->caps.glsl_feature_level; consts->GLSLVersionCompat = screen->caps.glsl_feature_level_compatibility; const unsigned ESSLVersion = screen->caps.essl_feature_level; const unsigned GLSLVersion = api == API_OPENGL_COMPAT ? consts->GLSLVersionCompat : consts->GLSLVersion; _mesa_override_glsl_version(consts); if (options->force_glsl_version > 0 && options->force_glsl_version <= GLSLVersion) { consts->ForceGLSLVersion = options->force_glsl_version; } consts->ForceCompatShaders = options->force_compat_shaders; consts->AllowExtraPPTokens = options->allow_extra_pp_tokens; consts->AllowHigherCompatVersion = options->allow_higher_compat_version; consts->AllowGLSLCompatShaders = options->allow_glsl_compat_shaders; consts->ForceGLSLAbsSqrt = options->force_glsl_abs_sqrt; consts->AllowGLSLBuiltinVariableRedeclaration = options->allow_glsl_builtin_variable_redeclaration; consts->dri_config_options_sha1 = options->config_options_sha1; consts->AllowGLSLCrossStageInterpolationMismatch = options->allow_glsl_cross_stage_interpolation_mismatch; consts->DoDCEBeforeClipCullAnalysis = options->do_dce_before_clip_cull_analysis; consts->GLSLIgnoreWriteToReadonlyVar = options->glsl_ignore_write_to_readonly_var; consts->ForceMapBufferSynchronized = options->force_gl_map_buffer_synchronized; consts->PrimitiveRestartFixedIndex = screen->caps.primitive_restart_fixed_index; /* Technically we are turning on the EXT_gpu_shader5 extension, * ARB_gpu_shader5 does not exist in GLES, but this flag is what * switches on EXT_gpu_shader5: */ if (api == API_OPENGLES2 && ESSLVersion >= 320) extensions->ARB_gpu_shader5 = GL_TRUE; if (GLSLVersion >= 400 && !options->disable_arb_gpu_shader5) extensions->ARB_gpu_shader5 = GL_TRUE; if (GLSLVersion >= 410) extensions->ARB_shader_precision = GL_TRUE; /* 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 (GLSLVersion >= 150 && screen->caps.vs_layer_viewport) { extensions->AMD_vertex_shader_layer = GL_TRUE; } if (GLSLVersion >= 140) { /* Since GLSL 1.40 has support for all of the features of gpu_shader4, * we can always expose it if the driver can do 140. Supporting * gpu_shader4 on drivers without GLSL 1.40 is left for a future * pipe cap. */ extensions->EXT_gpu_shader4 = GL_TRUE; extensions->EXT_texture_buffer_object = GL_TRUE; if (consts->MaxTransformFeedbackBuffers && screen->caps.shader_array_components) extensions->ARB_enhanced_layouts = GL_TRUE; } if (GLSLVersion >= 130) { consts->NativeIntegers = GL_TRUE; consts->MaxClipPlanes = 8; uint32_t drv_clip_planes = screen->caps.clip_planes; /* only override for > 1 - 0 if none, 1 is MAX, >2 overrides MAX */ if (drv_clip_planes > 1) consts->MaxClipPlanes = drv_clip_planes; /* Extensions that either depend on GLSL 1.30 or are a subset thereof. */ extensions->ARB_conservative_depth = GL_TRUE; extensions->ARB_shading_language_packing = GL_TRUE; extensions->OES_depth_texture_cube_map = GL_TRUE; extensions->ARB_shading_language_420pack = GL_TRUE; extensions->ARB_texture_query_levels = GL_TRUE; extensions->ARB_shader_bit_encoding = GL_TRUE; extensions->EXT_shader_integer_mix = GL_TRUE; extensions->ARB_arrays_of_arrays = GL_TRUE; extensions->MESA_shader_integer_functions = GL_TRUE; switch (screen->caps.multiview) { case 1: extensions->OVR_multiview = GL_TRUE; break; case 2: extensions->OVR_multiview = GL_TRUE; extensions->OVR_multiview2 = GL_TRUE; break; } extensions->OVR_multiview_multisampled_render_to_texture = extensions->EXT_multisampled_render_to_texture && extensions->OVR_multiview; if (screen->caps.opencl_integer_functions && screen->caps.integer_multiply_32x16) { extensions->INTEL_shader_integer_functions2 = 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)) { consts->NativeIntegers = GL_TRUE; extensions->EXT_shader_integer_mix = GL_TRUE; } /* Integer textures make no sense before GLSL 1.30 */ extensions->EXT_texture_integer = GL_FALSE; extensions->ARB_texture_rgb10_a2ui = GL_FALSE; } if (options->glsl_zero_init) { consts->GLSLZeroInit = 1; } else { consts->GLSLZeroInit = screen->caps.glsl_zero_init; } consts->ForceIntegerTexNearest = options->force_integer_tex_nearest; consts->VendorOverride = options->force_gl_vendor; consts->RendererOverride = options->force_gl_renderer; consts->UniformBooleanTrue = consts->NativeIntegers ? ~0U : fui(1.0f); /* Below are the cases which cannot be moved into tables easily. */ /* The compatibility profile also requires GLSLVersionCompat >= 400. */ if (screen->get_shader_param(screen, PIPE_SHADER_TESS_CTRL, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0 && (api != API_OPENGL_COMPAT || consts->GLSLVersionCompat >= 400)) { extensions->ARB_tessellation_shader = GL_TRUE; } /* OES_geometry_shader requires instancing */ if ((GLSLVersion >= 400 || ESSLVersion >= 310) && screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0 && consts->MaxGeometryShaderInvocations >= 32) { extensions->OES_geometry_shader = GL_TRUE; } /* Some hardware may not support indirect draws, but still wants ES * 3.1. This allows the extension to be enabled only in ES contexts to * avoid claiming hw support when there is none, and using a software * fallback for ES. */ if (api == API_OPENGLES2 && ESSLVersion >= 310) { extensions->ARB_draw_indirect = GL_TRUE; } /* Needs pipe_caps.sample_shading + all the sample-related bits of * ARB_gpu_shader5. This enables all the per-sample shading ES extensions. */ extensions->OES_sample_variables = extensions->ARB_sample_shading && extensions->ARB_gpu_shader5; /* Maximum sample count. */ { static const enum pipe_format color_formats[] = { PIPE_FORMAT_R8G8B8A8_UNORM, PIPE_FORMAT_B8G8R8A8_UNORM, PIPE_FORMAT_A8R8G8B8_UNORM, PIPE_FORMAT_A8B8G8R8_UNORM, }; static const enum pipe_format depth_formats[] = { PIPE_FORMAT_Z16_UNORM, PIPE_FORMAT_Z24X8_UNORM, PIPE_FORMAT_X8Z24_UNORM, PIPE_FORMAT_Z32_UNORM, PIPE_FORMAT_Z32_FLOAT }; static const enum pipe_format int_formats[] = { PIPE_FORMAT_R8G8B8A8_SINT }; static const enum pipe_format void_formats[] = { PIPE_FORMAT_NONE }; consts->MaxSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats), color_formats, 16, PIPE_BIND_RENDER_TARGET); consts->MaxImageSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats), color_formats, 16, PIPE_BIND_SHADER_IMAGE); consts->MaxColorTextureSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(color_formats), color_formats, consts->MaxSamples, PIPE_BIND_SAMPLER_VIEW); consts->MaxDepthTextureSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(depth_formats), depth_formats, consts->MaxSamples, PIPE_BIND_SAMPLER_VIEW); consts->MaxIntegerSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(int_formats), int_formats, consts->MaxSamples, PIPE_BIND_SAMPLER_VIEW); /* ARB_framebuffer_no_attachments, assume max no. of samples 32 */ consts->MaxFramebufferSamples = get_max_samples_for_formats(screen, ARRAY_SIZE(void_formats), void_formats, 32, PIPE_BIND_RENDER_TARGET); if (extensions->AMD_framebuffer_multisample_advanced) { /* AMD_framebuffer_multisample_advanced */ /* This can be greater than storage samples. */ consts->MaxColorFramebufferSamples = get_max_samples_for_formats_advanced(screen, ARRAY_SIZE(color_formats), color_formats, 16, consts->MaxSamples, PIPE_BIND_RENDER_TARGET); /* If the driver supports N color samples, it means it supports * N samples and N storage samples. N samples >= N storage * samples. */ consts->MaxColorFramebufferStorageSamples = consts->MaxSamples; consts->MaxDepthStencilFramebufferSamples = consts->MaxDepthTextureSamples; assert(consts->MaxColorFramebufferSamples >= consts->MaxDepthStencilFramebufferSamples); assert(consts->MaxDepthStencilFramebufferSamples >= consts->MaxColorFramebufferStorageSamples); consts->NumSupportedMultisampleModes = 0; unsigned depth_samples_supported = 0; for (unsigned samples = 2; samples <= consts->MaxDepthStencilFramebufferSamples; samples++) { if (screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT, PIPE_TEXTURE_2D, samples, samples, PIPE_BIND_DEPTH_STENCIL)) depth_samples_supported |= 1 << samples; } for (unsigned samples = 2; samples <= consts->MaxColorFramebufferSamples; samples++) { for (unsigned depth_samples = 2; depth_samples <= samples; depth_samples++) { if (!(depth_samples_supported & (1 << depth_samples))) continue; for (unsigned storage_samples = 2; storage_samples <= depth_samples; storage_samples++) { if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_UNORM, PIPE_TEXTURE_2D, samples, storage_samples, PIPE_BIND_RENDER_TARGET)) { unsigned i = consts->NumSupportedMultisampleModes; assert(i < ARRAY_SIZE(consts->SupportedMultisampleModes)); consts->SupportedMultisampleModes[i].NumColorSamples = samples; consts->SupportedMultisampleModes[i].NumColorStorageSamples = storage_samples; consts->SupportedMultisampleModes[i].NumDepthStencilSamples = depth_samples; consts->NumSupportedMultisampleModes++; } } } } } } if (consts->MaxSamples >= 2) { /* Real MSAA support */ extensions->EXT_framebuffer_multisample = GL_TRUE; extensions->EXT_framebuffer_multisample_blit_scaled = GL_TRUE; } else if (consts->MaxSamples > 0 && screen->caps.fake_sw_msaa) { /* fake MSAA support */ consts->FakeSWMSAA = GL_TRUE; extensions->EXT_framebuffer_multisample = GL_TRUE; extensions->EXT_framebuffer_multisample_blit_scaled = GL_TRUE; extensions->ARB_texture_multisample = GL_TRUE; } if (consts->MaxDualSourceDrawBuffers > 0 && !options->disable_blend_func_extended) extensions->ARB_blend_func_extended = GL_TRUE; if (screen->caps.query_time_elapsed || extensions->ARB_timer_query) { extensions->EXT_timer_query = GL_TRUE; } if (extensions->ARB_transform_feedback2 && extensions->ARB_draw_instanced) { extensions->ARB_transform_feedback_instanced = GL_TRUE; } if (options->force_glsl_extensions_warn) consts->ForceGLSLExtensionsWarn = 1; if (options->disable_glsl_line_continuations) consts->DisableGLSLLineContinuations = 1; if (options->disable_uniform_array_resize) consts->DisableUniformArrayResize = 1; consts->AliasShaderExtension = options->alias_shader_extension; if (options->allow_vertex_texture_bias) consts->AllowVertexTextureBias = GL_TRUE; if (options->allow_glsl_extension_directive_midshader) consts->AllowGLSLExtensionDirectiveMidShader = GL_TRUE; if (options->allow_glsl_120_subset_in_110) consts->AllowGLSL120SubsetIn110 = GL_TRUE; if (options->allow_glsl_builtin_const_expression) consts->AllowGLSLBuiltinConstantExpression = GL_TRUE; if (options->allow_glsl_relaxed_es) consts->AllowGLSLRelaxedES = GL_TRUE; consts->MinMapBufferAlignment = screen->caps.min_map_buffer_alignment; /* The OpenGL Compatibility profile requires arbitrary buffer swizzling. */ if (api == API_OPENGL_COMPAT && screen->caps.buffer_sampler_view_rgba_only) extensions->ARB_texture_buffer_object = GL_FALSE; if (extensions->ARB_texture_buffer_object) { consts->MaxTextureBufferSize = screen->caps.max_texel_buffer_elements_uint; consts->TextureBufferOffsetAlignment = screen->caps.texture_buffer_offset_alignment; if (consts->TextureBufferOffsetAlignment) extensions->ARB_texture_buffer_range = GL_TRUE; init_format_extensions(screen, extensions, tbo_rgb32, ARRAY_SIZE(tbo_rgb32), PIPE_BUFFER, PIPE_BIND_SAMPLER_VIEW); } extensions->OES_texture_buffer = consts->Program[MESA_SHADER_COMPUTE].MaxImageUniforms && extensions->ARB_texture_buffer_object && extensions->ARB_texture_buffer_range && extensions->ARB_texture_buffer_object_rgb32; extensions->EXT_framebuffer_sRGB = screen->caps.dest_surface_srgb_control && extensions->EXT_sRGB; /* 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 (!extensions->EXT_transform_feedback) consts->DisableVaryingPacking = GL_TRUE; } if (!screen->caps.packed_stream_output) consts->DisableTransformFeedbackPacking = GL_TRUE; if (screen->caps.prefer_pot_aligned_varyings) consts->PreferPOTAlignedVaryings = GL_TRUE; unsigned max_fb_fetch_rts = screen->caps.fbfetch; bool coherent_fb_fetch = screen->caps.fbfetch_coherent; if (screen->caps.blend_equation_advanced) extensions->KHR_blend_equation_advanced = true; if (max_fb_fetch_rts > 0) { extensions->KHR_blend_equation_advanced = true; extensions->KHR_blend_equation_advanced_coherent = coherent_fb_fetch; if (max_fb_fetch_rts >= screen->caps.max_render_targets) { extensions->EXT_shader_framebuffer_fetch_non_coherent = true; extensions->EXT_shader_framebuffer_fetch = coherent_fb_fetch; } } consts->MaxViewports = screen->caps.max_viewports; if (consts->MaxViewports >= 16) { if (GLSLVersion >= 400) { consts->ViewportBounds.Min = -32768.0; consts->ViewportBounds.Max = 32767.0; } else { consts->ViewportBounds.Min = -16384.0; consts->ViewportBounds.Max = 16383.0; } extensions->ARB_viewport_array = GL_TRUE; extensions->ARB_fragment_layer_viewport = GL_TRUE; if (extensions->AMD_vertex_shader_layer) extensions->AMD_vertex_shader_viewport_index = GL_TRUE; } if (extensions->AMD_vertex_shader_layer && extensions->AMD_vertex_shader_viewport_index && screen->caps.tes_layer_viewport) extensions->ARB_shader_viewport_layer_array = GL_TRUE; /* ARB_framebuffer_no_attachments */ if (screen->caps.framebuffer_no_attachment && ((consts->MaxSamples >= 4 && consts->MaxFramebufferLayers >= 2048) || (consts->MaxFramebufferSamples >= consts->MaxSamples && consts->MaxFramebufferLayers >= consts->MaxArrayTextureLayers))) extensions->ARB_framebuffer_no_attachments = GL_TRUE; /* GL_ARB_ES3_compatibility. * Check requirements for GLSL ES 3.00. */ if (GLSLVersion >= 130 && extensions->ARB_uniform_buffer_object && (extensions->NV_primitive_restart || consts->PrimitiveRestartFixedIndex) && screen->get_shader_param(screen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS) >= 16 && /* Requirements for ETC2 emulation. */ screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_UNORM, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SRGB, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R16_UNORM, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R16G16_UNORM, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R16_SNORM, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW) && screen->is_format_supported(screen, PIPE_FORMAT_R16G16_SNORM, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW)) { extensions->ARB_ES3_compatibility = GL_TRUE; } #ifdef HAVE_ST_VDPAU if (screen->get_video_param && screen->get_video_param(screen, PIPE_VIDEO_PROFILE_UNKNOWN, PIPE_VIDEO_ENTRYPOINT_BITSTREAM, PIPE_VIDEO_CAP_SUPPORTS_INTERLACED)) { extensions->NV_vdpau_interop = GL_TRUE; } #endif if (screen->caps.doubles) { extensions->ARB_gpu_shader_fp64 = GL_TRUE; extensions->ARB_vertex_attrib_64bit = GL_TRUE; } if ((ST_DEBUG & DEBUG_GREMEDY) && screen->caps.string_marker) extensions->GREMEDY_string_marker = GL_TRUE; if (screen->caps.compute) { uint64_t grid_size[3], block_size[3]; uint64_t max_local_size, max_threads_per_block; screen->get_compute_param(screen, PIPE_SHADER_IR_NIR, PIPE_COMPUTE_CAP_MAX_GRID_SIZE, grid_size); screen->get_compute_param(screen, PIPE_SHADER_IR_NIR, PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE, block_size); screen->get_compute_param(screen, PIPE_SHADER_IR_NIR, PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK, &max_threads_per_block); screen->get_compute_param(screen, PIPE_SHADER_IR_NIR, PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE, &max_local_size); consts->MaxComputeWorkGroupInvocations = max_threads_per_block; consts->MaxComputeSharedMemorySize = max_local_size; for (i = 0; i < 3; i++) { /* There are tests that fail if we report more that INT_MAX - 1. */ consts->MaxComputeWorkGroupCount[i] = MIN2(grid_size[i], INT_MAX - 1); consts->MaxComputeWorkGroupSize[i] = block_size[i]; } extensions->ARB_compute_shader = max_threads_per_block >= 1024 && extensions->ARB_shader_image_load_store && extensions->ARB_shader_atomic_counters; if (extensions->ARB_compute_shader) { uint64_t max_variable_threads_per_block = 0; screen->get_compute_param(screen, PIPE_SHADER_IR_NIR, PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK, &max_variable_threads_per_block); for (i = 0; i < 3; i++) { /* Clamp the values to avoid having a local work group size * greater than the maximum number of invocations. */ consts->MaxComputeVariableGroupSize[i] = MIN2(consts->MaxComputeWorkGroupSize[i], max_variable_threads_per_block); } consts->MaxComputeVariableGroupInvocations = max_variable_threads_per_block; extensions->ARB_compute_variable_group_size = max_variable_threads_per_block > 0; } } /* Technically speaking, there's no phrasing in the ARB_texture_float spec * that allows ARB_texture_float to be supported without also supporting * linear interpolation for them. However, being strict about this would * make us drop OpenGL 3.0 support for a lot of GPUs, which is bad. */ extensions->ARB_texture_float = extensions->OES_texture_half_float && extensions->OES_texture_float; if (extensions->EXT_texture_filter_anisotropic && screen->caps.max_texture_anisotropy >= 16.0) extensions->ARB_texture_filter_anisotropic = GL_TRUE; extensions->KHR_robustness = extensions->ARB_robust_buffer_access_behavior; /* If we support ES 3.1, we support the ES3_1_compatibility ext. However * there's no clean way of telling whether we would support ES 3.1 from * here, so copy the condition from compute_version_es2 here. A lot of * these are redunant, but simpler to just have a (near-)exact copy here. */ extensions->ARB_ES3_1_compatibility = consts->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms && extensions->ARB_ES3_compatibility && extensions->ARB_arrays_of_arrays && extensions->ARB_compute_shader && extensions->ARB_draw_indirect && extensions->ARB_explicit_uniform_location && extensions->ARB_framebuffer_no_attachments && extensions->ARB_shader_atomic_counters && extensions->ARB_shader_image_load_store && extensions->ARB_shader_image_size && extensions->ARB_shader_storage_buffer_object && extensions->ARB_shading_language_packing && extensions->ARB_stencil_texturing && extensions->ARB_texture_multisample && extensions->ARB_gpu_shader5 && extensions->EXT_shader_integer_mix; extensions->OES_texture_cube_map_array = (extensions->ARB_ES3_1_compatibility || ESSLVersion >= 310) && extensions->OES_geometry_shader && extensions->ARB_texture_cube_map_array; extensions->OES_viewport_array = (extensions->ARB_ES3_1_compatibility || ESSLVersion >= 310) && extensions->OES_geometry_shader && extensions->ARB_viewport_array; extensions->OES_primitive_bounding_box = extensions->ARB_ES3_1_compatibility || ESSLVersion >= 310; consts->NoPrimitiveBoundingBoxOutput = true; extensions->ANDROID_extension_pack_es31a = consts->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms && extensions->KHR_texture_compression_astc_ldr && extensions->KHR_blend_equation_advanced && extensions->OES_sample_variables && extensions->ARB_texture_stencil8 && extensions->ARB_texture_multisample && extensions->OES_copy_image && extensions->ARB_draw_buffers_blend && extensions->OES_geometry_shader && extensions->ARB_gpu_shader5 && extensions->OES_primitive_bounding_box && extensions->ARB_tessellation_shader && extensions->OES_texture_buffer && extensions->OES_texture_cube_map_array && extensions->EXT_texture_sRGB_decode; /* Same deal as for ARB_ES3_1_compatibility - this has to be computed * before overall versions are selected. Also it's actually a subset of ES * 3.2, since it doesn't require ASTC or advanced blending. */ extensions->ARB_ES3_2_compatibility = extensions->ARB_ES3_1_compatibility && extensions->KHR_robustness && extensions->ARB_copy_image && extensions->ARB_draw_buffers_blend && extensions->ARB_draw_elements_base_vertex && extensions->OES_geometry_shader && extensions->ARB_gpu_shader5 && extensions->ARB_sample_shading && extensions->ARB_tessellation_shader && extensions->OES_texture_buffer && extensions->ARB_texture_cube_map_array && extensions->ARB_texture_stencil8 && extensions->ARB_texture_multisample; if (screen->caps.conservative_raster_post_snap_triangles && screen->caps.conservative_raster_post_snap_points_lines && screen->caps.conservative_raster_post_depth_coverage) { float max_dilate; bool pre_snap_triangles, pre_snap_points_lines; max_dilate = screen->caps.max_conservative_raster_dilate; pre_snap_triangles = screen->caps.conservative_raster_pre_snap_triangles; pre_snap_points_lines = screen->caps.conservative_raster_pre_snap_points_lines; extensions->NV_conservative_raster = screen->caps.max_conservative_raster_subpixel_precision_bias > 1; if (extensions->NV_conservative_raster) { extensions->NV_conservative_raster_dilate = max_dilate >= 0.75; extensions->NV_conservative_raster_pre_snap_triangles = pre_snap_triangles; extensions->NV_conservative_raster_pre_snap = pre_snap_triangles && pre_snap_points_lines; } } if (extensions->ARB_gl_spirv) { consts->SpirVExtensions = CALLOC_STRUCT(spirv_supported_extensions); consts->SpirVExtensions->supported[SPV_KHR_shader_draw_parameters] = extensions->ARB_shader_draw_parameters; consts->SpirVExtensions->supported[SPV_KHR_storage_buffer_storage_class] = true; consts->SpirVExtensions->supported[SPV_KHR_variable_pointers] = screen->caps.gl_spirv_variable_pointers; consts->SpirVExtensions->supported[SPV_KHR_shader_ballot] = extensions->ARB_shader_ballot; consts->SpirVExtensions->supported[SPV_KHR_subgroup_vote] = extensions->ARB_shader_group_vote; } consts->AllowDrawOutOfOrder = api == API_OPENGL_COMPAT && options->allow_draw_out_of_order && screen->caps.allow_draw_out_of_order; consts->GLThreadNopCheckFramebufferStatus = options->glthread_nop_check_framebuffer_status; const struct nir_shader_compiler_options *nir_options = consts->ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions; if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_INTEGERS) && extensions->ARB_stencil_texturing && screen->caps.doubles && !(nir_options->lower_doubles_options & nir_lower_fp64_full_software)) extensions->NV_copy_depth_to_color = true; }