Files
third_party_mesa3d/src/mesa/state_tracker/st_extensions.c
Ian Romanick 34eae1c72a mesa: Remove many extension enable flags
The following extensions are always enabled, and drivers do not have
to option to disable them:

    GL_ARB_multisample
    GL_ARB_texture_compression
    GL_ARB_vertex_buffer_object / GL_OES_mapbuffer
    GL_EXT_copy_texture
    GL_EXT_multi_draw_arrays / GL_SUN_multi_draw_arrays
    GL_EXT_polygon_offset
    GL_EXT_subtexture
    GL_EXT_texture_edge_clamp / GL_SGIS_texture_edge_clamp
    GL_EXT_vertex_array
    GL_SGIS_generate_mipmap

This set was picked because the are all either required or optional
features in desktop OpenGL, OpenGL ES 1.x, and OpenGL ES 2.x.  The
existing support for some is already partially broken in Mesa (e.g.,
proxy texture targets in OpenGL ES).  This patch does not change the
situation in any way.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-09-26 12:14:13 -07:00

675 lines
28 KiB
C

/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* Copyright (c) 2008 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "main/imports.h"
#include "main/context.h"
#include "main/macros.h"
#include "main/mfeatures.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "st_context.h"
#include "st_extensions.h"
static int _min(int a, int b)
{
return (a < b) ? a : b;
}
static float _maxf(float a, float b)
{
return (a > b) ? a : b;
}
static int _clamp(int a, int min, int max)
{
if (a < min)
return min;
else if (a > max)
return max;
else
return a;
}
/**
* Query driver to get implementation limits.
* Note that we have to limit/clamp against Mesa's internal limits too.
*/
void st_init_limits(struct st_context *st)
{
struct pipe_screen *screen = st->pipe->screen;
struct gl_constants *c = &st->ctx->Const;
gl_shader_type sh;
c->MaxTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
MAX_TEXTURE_LEVELS);
c->Max3DTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS),
MAX_3D_TEXTURE_LEVELS);
c->MaxCubeTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS),
MAX_CUBE_TEXTURE_LEVELS);
c->MaxTextureRectSize
= _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE);
c->MaxArrayTextureLayers
= screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
c->MaxTextureImageUnits
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS),
MAX_TEXTURE_IMAGE_UNITS);
c->MaxVertexTextureImageUnits
= _min(screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS),
MAX_VERTEX_TEXTURE_IMAGE_UNITS);
c->MaxCombinedTextureImageUnits
= _min(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SAMPLERS),
MAX_COMBINED_TEXTURE_IMAGE_UNITS);
c->MaxTextureCoordUnits
= _min(c->MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
c->MaxTextureUnits = _min(c->MaxTextureImageUnits, c->MaxTextureCoordUnits);
c->MaxDrawBuffers
= _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
1, MAX_DRAW_BUFFERS);
c->MaxLineWidth
= _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH));
c->MaxLineWidthAA
= _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH_AA));
c->MaxPointSize
= _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH));
c->MaxPointSizeAA
= _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH_AA));
/* called after _mesa_create_context/_mesa_init_point, fix default user
* settable max point size up
*/
st->ctx->Point.MaxSize = MAX2(c->MaxPointSize, c->MaxPointSizeAA);
/* these are not queryable. Note that GL basically mandates a 1.0 minimum
* for non-aa sizes, but we can go down to 0.0 for aa points.
*/
c->MinPointSize = 1.0f;
c->MinPointSizeAA = 0.0f;
c->MaxTextureMaxAnisotropy
= _maxf(2.0f, screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_ANISOTROPY));
c->MaxTextureLodBias
= screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_LOD_BIAS);
c->MaxDrawBuffers
= CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
1, MAX_DRAW_BUFFERS);
/* Quads always follow GL provoking rules. */
c->QuadsFollowProvokingVertexConvention = GL_FALSE;
for (sh = 0; sh < MESA_SHADER_TYPES; ++sh) {
struct gl_shader_compiler_options *options =
&st->ctx->ShaderCompilerOptions[sh];
struct gl_program_constants *pc;
switch (sh) {
case PIPE_SHADER_FRAGMENT:
pc = &c->FragmentProgram;
break;
case PIPE_SHADER_VERTEX:
pc = &c->VertexProgram;
break;
case PIPE_SHADER_GEOMETRY:
pc = &c->GeometryProgram;
break;
default:
assert(0);
continue;
}
pc->MaxNativeInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
pc->MaxNativeAluInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
pc->MaxNativeTexInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
pc->MaxNativeTexIndirections = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
pc->MaxNativeAttribs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS);
pc->MaxNativeTemps = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS);
pc->MaxNativeAddressRegs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ADDRS);
pc->MaxNativeParameters = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONSTS);
pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
/* raise MaxParameters if native support is higher */
pc->MaxParameters = MAX2(pc->MaxParameters, pc->MaxNativeParameters);
/* Gallium doesn't really care about local vs. env parameters so use the
* same limits.
*/
pc->MaxLocalParams = MIN2(pc->MaxParameters, MAX_PROGRAM_LOCAL_PARAMS);
pc->MaxEnvParams = MIN2(pc->MaxParameters, MAX_PROGRAM_ENV_PARAMS);
options->EmitNoNoise = TRUE;
/* TODO: make these more fine-grained if anyone needs it */
options->MaxIfDepth = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
options->EmitNoLoops = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
options->EmitNoFunctions = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
options->EmitNoMainReturn = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
options->EmitNoCont = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED);
options->EmitNoIndirectInput = !screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR);
options->EmitNoIndirectOutput = !screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR);
options->EmitNoIndirectTemp = !screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR);
options->EmitNoIndirectUniform = !screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_INDIRECT_CONST_ADDR);
if (options->EmitNoLoops)
options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536);
}
/* PIPE_CAP_MAX_FS_INPUTS specifies the number of COLORn + GENERICn inputs
* and is set in MaxNativeAttribs. It's always 2 colors + N generic
* attributes. The GLSL compiler never uses COLORn for varyings, so we
* subtract the 2 colors to get the maximum number of varyings (generic
* attributes) supported by a driver. */
c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_INPUTS) - 2;
c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
/* XXX we'll need a better query here someday */
if (screen->get_param(screen, PIPE_CAP_GLSL)) {
c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
c->GLSLVersion = 120;
c->UniformBooleanTrue = ~0;
}
}
static GLboolean st_get_s3tc_override(void)
{
const char *override = _mesa_getenv("force_s3tc_enable");
if (override && !strcmp(override, "true"))
return GL_TRUE;
return GL_FALSE;
}
/**
* Use pipe_screen::get_param() to query PIPE_CAP_ values to determine
* which GL extensions are supported.
* Quite a few extensions are always supported because they are standard
* features or can be built on top of other gallium features.
* Some fine tuning may still be needed.
*/
void st_init_extensions(struct st_context *st)
{
struct pipe_screen *screen = st->pipe->screen;
struct gl_context *ctx = st->ctx;
int i;
/*
* Extensions that are supported by all Gallium drivers:
*/
ctx->Extensions.ARB_copy_buffer = GL_TRUE;
ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
ctx->Extensions.ARB_fragment_program = GL_TRUE;
ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
ctx->Extensions.ARB_sampler_objects = GL_TRUE;
ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
ctx->Extensions.ARB_vertex_array_object = GL_TRUE;
ctx->Extensions.ARB_vertex_program = GL_TRUE;
ctx->Extensions.ARB_window_pos = GL_TRUE;
ctx->Extensions.EXT_blend_color = GL_TRUE;
ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
ctx->Extensions.EXT_blend_subtract = GL_TRUE;
ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
ctx->Extensions.EXT_fog_coord = GL_TRUE;
ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
ctx->Extensions.EXT_point_parameters = GL_TRUE;
ctx->Extensions.EXT_provoking_vertex = GL_TRUE;
ctx->Extensions.EXT_secondary_color = GL_TRUE;
ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
ctx->Extensions.EXT_texture_env_add = GL_TRUE;
ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
if (ctx->API == API_OPENGLES || ctx->API == API_OPENGLES2)
ctx->Extensions.EXT_texture_format_BGRA8888 = GL_TRUE;
ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
ctx->Extensions.MESA_pack_invert = GL_TRUE;
ctx->Extensions.NV_blend_square = GL_TRUE;
ctx->Extensions.NV_texgen_reflection = GL_TRUE;
ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
ctx->Extensions.NV_texture_rectangle = GL_TRUE;
#if 0
/* possibly could support the following two */
ctx->Extensions.NV_vertex_program = GL_TRUE;
ctx->Extensions.NV_vertex_program1_1 = GL_TRUE;
#endif
#if FEATURE_OES_EGL_image
ctx->Extensions.OES_EGL_image = GL_TRUE;
#endif
#if FEATURE_OES_draw_texture
ctx->Extensions.OES_draw_texture = GL_TRUE;
#endif
/*
* Extensions that depend on the driver/hardware:
*/
if (screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS) > 0) {
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TEXTURE_SWIZZLE) > 0) {
ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_GLSL)) {
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE;
ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_REPEAT) > 0) {
ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_SEPARATE)) {
ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_CLAMP) > 0) {
ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES)) {
ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS) > 1) {
ctx->Extensions.ARB_multitexture = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TWO_SIDED_STENCIL)) {
ctx->Extensions.ATI_separate_stencil = GL_TRUE;
ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_ANISOTROPIC_FILTER)) {
ctx->Extensions.EXT_texture_filter_anisotropic = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_POINT_SPRITE)) {
ctx->Extensions.ARB_point_sprite = GL_TRUE;
/* GL_NV_point_sprite is not supported by gallium because we don't
* support the GL_POINT_SPRITE_R_MODE_NV option.
*/
}
if (screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY)) {
ctx->Extensions.ARB_occlusion_query = GL_TRUE;
ctx->Extensions.ARB_occlusion_query2 = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TIMER_QUERY)) {
ctx->Extensions.EXT_timer_query = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TEXTURE_SHADOW_MAP)) {
ctx->Extensions.ARB_depth_texture = GL_TRUE;
ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
ctx->Extensions.ARB_shadow = GL_TRUE;
ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
/*ctx->Extensions.ARB_shadow_ambient = GL_TRUE;*/
}
/* GL_EXT_packed_depth_stencil requires both the ability to render to
* a depth/stencil buffer and texture from depth/stencil source.
*/
if (screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_DEPTH_STENCIL) &&
screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
}
else if (screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_DEPTH_STENCIL) &&
screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
}
/* float support - assume nothing exclusively supports 64-bit floats */
if (screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW |
PIPE_BIND_RENDER_TARGET) &&
screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW |
PIPE_BIND_RENDER_TARGET)) {
ctx->Extensions.ARB_texture_float = GL_TRUE;
}
/* sRGB support */
if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) ||
screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
ctx->Extensions.EXT_texture_sRGB_decode = GL_TRUE;
if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) ||
screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET)) {
ctx->Extensions.EXT_framebuffer_sRGB = GL_TRUE;
ctx->Const.sRGBCapable = GL_TRUE;
}
}
if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.ARB_texture_rg = GL_TRUE;
}
/* s3tc support */
if (screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
(ctx->Mesa_DXTn || st_get_s3tc_override())) {
ctx->Extensions.EXT_texture_compression_s3tc = GL_TRUE;
ctx->Extensions.S3_s3tc = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_RGTC1_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_RGTC1_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_RGTC2_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_RGTC2_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)
) {
ctx->Extensions.ARB_texture_compression_rgtc = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_LATC1_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_LATC1_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_LATC2_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_LATC2_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_texture_compression_latc = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_LATC2_UNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.ATI_texture_compression_3dc = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_texture_snorm = GL_TRUE;
}
/* ycbcr support */
if (screen->is_format_supported(screen, PIPE_FORMAT_UYVY,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW) ||
screen->is_format_supported(screen, PIPE_FORMAT_YUYV,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
}
/* GL_EXT_texture_array */
if (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS) > 1) {
ctx->Extensions.EXT_texture_array = GL_TRUE;
ctx->Extensions.MESA_texture_array = GL_TRUE;
}
/* GL_ARB_framebuffer_object */
if (ctx->Extensions.EXT_packed_depth_stencil) {
/* we support always support GL_EXT_framebuffer_blit */
ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
}
if (st->pipe->render_condition) {
ctx->Extensions.NV_conditional_render = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_ENABLE)) {
ctx->Extensions.EXT_draw_buffers2 = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC)) {
ctx->Extensions.ARB_draw_buffers_blend = GL_TRUE;
}
/* GL_ARB_half_float_vertex */
if (screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER)) {
ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FIXED,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER)) {
ctx->Extensions.ARB_ES2_compatibility = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_UNORM,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER) &&
screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_UNORM,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER) &&
screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_SNORM,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER) &&
screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_SNORM,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER) &&
screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_USCALED,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER) &&
screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_USCALED,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER) &&
screen->is_format_supported(screen, PIPE_FORMAT_R10G10B10A2_SSCALED,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER) &&
screen->is_format_supported(screen, PIPE_FORMAT_B10G10R10A2_SSCALED,
PIPE_BUFFER, 0,
PIPE_BIND_VERTEX_BUFFER)) {
ctx->Extensions.ARB_vertex_type_2_10_10_10_rev = GL_TRUE;
}
if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
#if 0 /* XXX re-enable when GLSL compiler again supports geometry shaders */
ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
#endif
}
if (screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) {
ctx->Extensions.NV_primitive_restart = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_DEPTH_CLAMP)) {
ctx->Extensions.ARB_depth_clamp = GL_TRUE;
}
/* This extension does not actually require support of floating point
* render targets, just clamping controls.
* Advertise this extension if either fragment color clamping is supported
* or no render targets having color values outside of the range [0, 1]
* are supported, in which case the fragment color clamping has no effect
* on rendering.
*/
if (screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL) ||
(!screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET))) {
ctx->Extensions.ARB_color_buffer_float = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
ctx->Extensions.ARB_shader_stencil_export = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_TGSI_INSTANCEID)) {
ctx->Extensions.ARB_draw_instanced = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR)) {
ctx->Extensions.ARB_instanced_arrays = GL_TRUE;
}
if (screen->fence_finish) {
ctx->Extensions.ARB_sync = GL_TRUE;
}
if (st->pipe->texture_barrier) {
ctx->Extensions.NV_texture_barrier = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_texture_shared_exponent = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET |
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.EXT_packed_float = GL_TRUE;
}
/* Maximum sample count. */
for (i = 16; i > 0; --i) {
if (screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_UNORM,
PIPE_TEXTURE_2D, i,
PIPE_BIND_RENDER_TARGET)) {
ctx->Const.MaxSamples = i;
break;
}
}
if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE)) {
ctx->Extensions.ARB_seamless_cube_map = GL_TRUE;
ctx->Extensions.AMD_seamless_cubemap_per_texture = GL_TRUE;
}
else if (screen->get_param(screen, PIPE_CAP_SEAMLESS_CUBE_MAP)) {
ctx->Extensions.ARB_seamless_cube_map = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_SM3)) {
ctx->Extensions.ARB_shader_texture_lod = GL_TRUE;
}
if (screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_DEPTH_STENCIL |
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, PIPE_FORMAT_Z32_FLOAT_S8X24_USCALED,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_DEPTH_STENCIL |
PIPE_BIND_SAMPLER_VIEW)) {
ctx->Extensions.ARB_depth_buffer_float = GL_TRUE;
}
}