Files
third_party_mesa3d/src/mesa/state_tracker/st_extensions.c
Qiang Yu e5041ef036 docs,src: replace doc and comments for PIPE_CAP with pipe_caps
Use command:
  find . -type d \( -path "./.git" -o -path "./docs/relnotes" \) -prune -o -type f -exec sed -i 's/PIPE_CAP_\([A-Za-z0-9_]*\)/pipe_caps.\L\1/g' {} +
  find . -type d \( -path "./.git" -o -path "./docs/relnotes" \) -prune -o -type f -exec sed -i 's/PIPE_CAPF_\([A-Za-z0-9_]*\)/pipe_caps.\L\1/g' {} +

With manual adjustment for docs/gallium/screen.rst to merge
pipe_cap and pipe_capf section.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32955>
2025-01-17 04:39:47 +00:00

1860 lines
72 KiB
C

/**************************************************************************
*
* 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;
}