st_extensions.c 74.8 KB
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/**************************************************************************
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 *
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 * Copyright 2007 VMware, Inc.
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 * Copyright (c) 2008 VMware, Inc.
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 * All Rights Reserved.
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 *
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 * 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:
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 *
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 * The above copyright notice and this permission notice (including the
 * next paragraph) shall be included in all copies or substantial portions
 * of the Software.
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 *
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 * 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.
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 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * 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.
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 *
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 **************************************************************************/

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#include "compiler/nir/nir.h"

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#include "main/context.h"
#include "main/macros.h"
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#include "main/spirv_extensions.h"
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#include "main/version.h"
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#include "pipe/p_context.h"
#include "pipe/p_defines.h"
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#include "pipe/p_screen.h"
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#include "tgsi/tgsi_from_mesa.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "st_context.h"
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#include "st_debug.h"
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#include "st_extensions.h"
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#include "st_format.h"
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/*
 * Note: we use these function rather than the MIN2, MAX2, CLAMP macros to
 * avoid evaluating arguments (which are often function calls) more than once.
 */

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static unsigned _min(unsigned a, unsigned b)
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{
   return (a < b) ? a : b;
}

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static float _maxf(float a, float b)
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{
   return (a > b) ? a : b;
}

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static int _clamp(int a, int min, int max)
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{
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   if (a < min)
      return min;
   else if (a > max)
      return max;
   else
      return a;
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}


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/**
 * Query driver to get implementation limits.
 * Note that we have to limit/clamp against Mesa's internal limits too.
 */
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void st_init_limits(struct pipe_screen *screen,
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                    struct gl_constants *c, struct gl_extensions *extensions)
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{
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   int supported_irs;
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   unsigned sh;
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   bool can_ubo = true;
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   int temp;
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   c->MaxTextureSize = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_SIZE);
   c->MaxTextureSize = MIN2(c->MaxTextureSize, 1 << (MAX_TEXTURE_LEVELS - 1));
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   c->Max3DTextureLevels
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      = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS),
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            MAX_3D_TEXTURE_LEVELS);
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   c->MaxCubeTextureLevels
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      = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS),
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            MAX_CUBE_TEXTURE_LEVELS);
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   c->MaxTextureRectSize = _min(c->MaxTextureSize, MAX_TEXTURE_RECT_SIZE);
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   c->MaxArrayTextureLayers
      = screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);

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   /* 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_CAP_ queries.
    */
   c->MaxViewportWidth =
   c->MaxViewportHeight =
   c->MaxRenderbufferSize = c->MaxTextureRectSize;

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   c->SubPixelBits =
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      screen->get_param(screen, PIPE_CAP_RASTERIZER_SUBPIXEL_BITS);
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   c->ViewportSubpixelBits =
      screen->get_param(screen, PIPE_CAP_VIEWPORT_SUBPIXEL_BITS);

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   c->MaxDrawBuffers = c->MaxColorAttachments =
      _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
             1, MAX_DRAW_BUFFERS);
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   c->MaxDualSourceDrawBuffers =
      _clamp(screen->get_param(screen,
                               PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS),
             0, MAX_DRAW_BUFFERS);

   c->MaxLineWidth =
      _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH));
   c->MaxLineWidthAA =
      _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH_AA));

   c->MaxPointSize =
      _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH));
   c->MaxPointSizeAA =
      _maxf(1.0f, screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH_AA));
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   c->MinPointSize = 1.0f;
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   c->MinPointSizeAA = 1.0f;
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   c->MaxTextureMaxAnisotropy =
      _maxf(2.0f,
            screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_ANISOTROPY));
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   c->MaxTextureLodBias =
      screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS);
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   c->QuadsFollowProvokingVertexConvention =
      screen->get_param(screen,
                        PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
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   c->MaxUniformBlockSize =
      screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
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                               PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE);
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   /* GL45-CTS.enhanced_layouts.ssb_member_invalid_offset_alignment fails if
    * this is larger than INT_MAX - 100. Use a nicely aligned limit.
    */
   c->MaxUniformBlockSize = MIN2(c->MaxUniformBlockSize, INT_MAX - 127);

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   if (c->MaxUniformBlockSize < 16384) {
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      can_ubo = false;
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   }

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   for (sh = 0; sh < PIPE_SHADER_TYPES; ++sh) {
      struct gl_shader_compiler_options *options;
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      struct gl_program_constants *pc;
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      const nir_shader_compiler_options *nir_options = NULL;

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      bool prefer_nir = PIPE_SHADER_IR_NIR ==
         screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_PREFERRED_IR);

      if (screen->get_compiler_options && prefer_nir) {
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         nir_options = (const nir_shader_compiler_options *)
            screen->get_compiler_options(screen, PIPE_SHADER_IR_NIR, sh);
      }
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      const gl_shader_stage stage = tgsi_processor_to_shader_stage(sh);
      pc = &c->Program[stage];
      options = &c->ShaderCompilerOptions[stage];
      c->ShaderCompilerOptions[stage].NirOptions = nir_options;
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      if (sh == PIPE_SHADER_COMPUTE) {
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         if (!screen->get_param(screen, PIPE_CAP_COMPUTE))
            continue;
         supported_irs =
            screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUPPORTED_IRS);
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         if (!(supported_irs & ((1 << PIPE_SHADER_IR_TGSI) |
                                (1 << PIPE_SHADER_IR_NIR))))
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            continue;
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      }

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      pc->MaxTextureImageUnits =
         _min(screen->get_shader_param(screen, sh,
                                       PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
              MAX_TEXTURE_IMAGE_UNITS);

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      pc->MaxInstructions =
      pc->MaxNativeInstructions =
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         screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
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      pc->MaxAluInstructions =
      pc->MaxNativeAluInstructions =
         screen->get_shader_param(screen, sh,
                                  PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
      pc->MaxTexInstructions =
      pc->MaxNativeTexInstructions =
         screen->get_shader_param(screen, sh,
                                  PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
      pc->MaxTexIndirections =
      pc->MaxNativeTexIndirections =
         screen->get_shader_param(screen, sh,
                                  PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
      pc->MaxAttribs =
      pc->MaxNativeAttribs =
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         screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS);
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      pc->MaxTemps =
      pc->MaxNativeTemps =
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         screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS);
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      pc->MaxAddressRegs =
      pc->MaxNativeAddressRegs = sh == PIPE_SHADER_VERTEX ? 1 : 0;
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      pc->MaxUniformComponents =
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         screen->get_shader_param(screen, sh,
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                                  PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) / 4;
      pc->MaxUniformComponents = MIN2(pc->MaxUniformComponents,
                                      MAX_UNIFORMS * 4);

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      /* 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.
       */
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      pc->MaxParameters =
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      pc->MaxNativeParameters = MIN2(pc->MaxUniformComponents / 4, 2048);
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      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;
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      pc->MaxUniformBlocks =
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         screen->get_shader_param(screen, sh,
                                  PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
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      if (pc->MaxUniformBlocks)
         pc->MaxUniformBlocks -= 1; /* The first one is for ordinary uniforms. */
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      pc->MaxUniformBlocks = _min(pc->MaxUniformBlocks, MAX_UNIFORM_BUFFERS);
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      pc->MaxCombinedUniformComponents =
         pc->MaxUniformComponents +
         (uint64_t)c->MaxUniformBlockSize / 4 * pc->MaxUniformBlocks;
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      pc->MaxShaderStorageBlocks =
         screen->get_shader_param(screen, sh,
                                  PIPE_SHADER_CAP_MAX_SHADER_BUFFERS);

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      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);
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      } else if (pc->MaxShaderStorageBlocks) {
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         pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
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         /*
          * 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;
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      }
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      pc->MaxImageUniforms = screen->get_shader_param(
            screen, sh, PIPE_SHADER_CAP_MAX_SHADER_IMAGES);

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      /* Gallium doesn't really care about local vs. env parameters so use the
       * same limits.
       */
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      pc->MaxLocalParams = MIN2(pc->MaxParameters, MAX_PROGRAM_LOCAL_PARAMS);
      pc->MaxEnvParams = MIN2(pc->MaxParameters, MAX_PROGRAM_ENV_PARAMS);
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      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;
      }

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      /* TODO: make these more fine-grained if anyone needs it */
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      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->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);
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      if (pc->MaxNativeInstructions &&
          (options->EmitNoIndirectUniform || pc->MaxUniformBlocks < 12)) {
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         can_ubo = false;
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      }

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      if (options->EmitNoLoops)
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         options->MaxUnrollIterations =
            MIN2(screen->get_shader_param(screen, sh,
                                          PIPE_SHADER_CAP_MAX_INSTRUCTIONS),
                 65536);
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      else
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         options->MaxUnrollIterations =
            screen->get_shader_param(screen, sh,
                                  PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT);
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      if (!screen->get_param(screen, PIPE_CAP_NIR_COMPACT_ARRAYS))
         options->LowerCombinedClipCullDistance = true;

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      /* NIR can do the lowering on our behalf and we'll get better results
       * because it can actually optimize SSBO access.
       */
      options->LowerBufferInterfaceBlocks = !prefer_nir;
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      if (sh == MESA_SHADER_VERTEX) {
         if (screen->get_param(screen, PIPE_CAP_VIEWPORT_TRANSFORM_LOWERED))
            options->LowerBuiltinVariablesXfb |= VARYING_BIT_POS;
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         if (screen->get_param(screen, PIPE_CAP_PSIZ_CLAMPED))
            options->LowerBuiltinVariablesXfb |= VARYING_BIT_PSIZ;
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      }
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      options->LowerPrecisionFloat16 =
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         screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16);
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      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);
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      options->LowerPrecisionConstants =
         screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_GLSL_16BIT_CONSTS);
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   }
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   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;

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   c->GLSLOptimizeConservatively =
      screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
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   c->GLSLLowerConstArrays =
      screen->get_param(screen, PIPE_CAP_PREFER_IMM_ARRAYS_AS_CONSTBUF);
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   c->GLSLTessLevelsAsInputs =
      screen->get_param(screen, PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS);
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   c->LowerTessLevel =
      !screen->get_param(screen, PIPE_CAP_NIR_COMPACT_ARRAYS);
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   c->LowerCsDerivedVariables =
      !screen->get_param(screen, PIPE_CAP_CS_DERIVED_SYSTEM_VALUES_SUPPORTED);
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   c->PrimitiveRestartForPatches =
      screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES);
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   c->MaxCombinedTextureImageUnits =
         _min(c->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
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              c->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits +
              c->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits +
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              c->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits +
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              c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits +
              c->Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
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              MAX_COMBINED_TEXTURE_IMAGE_UNITS);

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   /* This depends on program constants. */
   c->MaxTextureCoordUnits
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      = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
             MAX_TEXTURE_COORD_UNITS);
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   c->MaxTextureUnits =
      _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
           c->MaxTextureCoordUnits);
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   c->Program[MESA_SHADER_VERTEX].MaxAttribs =
      MIN2(c->Program[MESA_SHADER_VERTEX].MaxAttribs, 16);
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   c->MaxVarying = screen->get_param(screen, PIPE_CAP_MAX_VARYINGS);
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   c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
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   c->MaxGeometryOutputVertices =
      screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES);
   c->MaxGeometryTotalOutputComponents =
      screen->get_param(screen, PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS);
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   c->MaxGeometryShaderInvocations =
      screen->get_param(screen, PIPE_CAP_MAX_GS_INVOCATIONS);
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   c->MaxTessPatchComponents =
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      MIN2(screen->get_param(screen, PIPE_CAP_MAX_SHADER_PATCH_VARYINGS),
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           MAX_VARYING) * 4;
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   c->MinProgramTexelOffset =
      screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
   c->MaxProgramTexelOffset =
      screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
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   c->MaxProgramTextureGatherComponents =
      screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS);
   c->MinProgramTextureGatherOffset =
      screen->get_param(screen, PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET);
   c->MaxProgramTextureGatherOffset =
      screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET);
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   c->MaxTransformFeedbackBuffers =
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      screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS);
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   c->MaxTransformFeedbackBuffers = MIN2(c->MaxTransformFeedbackBuffers,
                                         MAX_FEEDBACK_BUFFERS);
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   c->MaxTransformFeedbackSeparateComponents =
      screen->get_param(screen, PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS);
   c->MaxTransformFeedbackInterleavedComponents =
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      screen->get_param(screen,
                        PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS);
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   c->MaxVertexStreams =
      MAX2(1, screen->get_param(screen, PIPE_CAP_MAX_VERTEX_STREAMS));

   /* The vertex stream must fit into pipe_stream_output_info::stream */
   assert(c->MaxVertexStreams <= 4);
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   c->MaxVertexAttribStride
      = screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE);

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   /* The value cannot be larger than that since pipe_vertex_buffer::src_offset
    * is only 16 bits.
    */
   temp = screen->get_param(screen, PIPE_CAP_MAX_VERTEX_ELEMENT_SRC_OFFSET);
   c->MaxVertexAttribRelativeOffset = MIN2(0xffff, temp);

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   c->StripTextureBorder = GL_TRUE;
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   c->GLSLSkipStrictMaxUniformLimitCheck =
      screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS);

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   c->UniformBufferOffsetAlignment =
      screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);

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   if (can_ubo) {
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      extensions->ARB_uniform_buffer_object = GL_TRUE;
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      c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings =
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         c->Program[MESA_SHADER_VERTEX].MaxUniformBlocks +
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         c->Program[MESA_SHADER_TESS_CTRL].MaxUniformBlocks +
         c->Program[MESA_SHADER_TESS_EVAL].MaxUniformBlocks +
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         c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks +
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         c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks +
         c->Program[MESA_SHADER_COMPUTE].MaxUniformBlocks;
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      assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);
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   }
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   c->GLSLFragCoordIsSysVal =
      screen->get_param(screen, PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL);
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   c->GLSLPointCoordIsSysVal =
      screen->get_param(screen, PIPE_CAP_TGSI_FS_POINT_IS_SYSVAL);
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   c->GLSLFrontFacingIsSysVal =
      screen->get_param(screen, PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL);
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   /* GL_ARB_get_program_binary */
   if (screen->get_disk_shader_cache && screen->get_disk_shader_cache(screen))
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      c->NumProgramBinaryFormats = 1;

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   c->MaxAtomicBufferBindings =
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      c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
   c->MaxAtomicBufferSize =
      c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters * ATOMIC_COUNTER_SIZE;
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   c->MaxCombinedAtomicBuffers =
      MIN2(screen->get_param(screen,
                             PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTER_BUFFERS),
           MAX_COMBINED_ATOMIC_BUFFERS);
   if (!c->MaxCombinedAtomicBuffers) {
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      c->MaxCombinedAtomicBuffers =
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         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;
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      assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS);
   }
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   c->MaxCombinedAtomicCounters =
      screen->get_param(screen, PIPE_CAP_MAX_COMBINED_HW_ATOMIC_COUNTERS);
   if (!c->MaxCombinedAtomicCounters)
      c->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;

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   if (c->MaxCombinedAtomicBuffers > 0) {
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      extensions->ARB_shader_atomic_counters = GL_TRUE;
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      extensions->ARB_shader_atomic_counter_ops = GL_TRUE;
   }
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   c->MaxCombinedShaderOutputResources = c->MaxDrawBuffers;
   c->ShaderStorageBufferOffsetAlignment =
      screen->get_param(screen, PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT);
   if (c->ShaderStorageBufferOffsetAlignment) {
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      c->MaxCombinedShaderStorageBlocks =
         MIN2(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_BUFFERS),
              MAX_COMBINED_SHADER_STORAGE_BUFFERS);
      if (!c->MaxCombinedShaderStorageBlocks) {
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         c->MaxCombinedShaderStorageBlocks =
            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;
         assert(c->MaxCombinedShaderStorageBlocks < MAX_COMBINED_SHADER_STORAGE_BUFFERS);
      }
      c->MaxShaderStorageBufferBindings = c->MaxCombinedShaderStorageBlocks;

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      c->MaxCombinedShaderOutputResources +=
         c->MaxCombinedShaderStorageBlocks;
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      c->MaxShaderStorageBlockSize =
         screen->get_param(screen, PIPE_CAP_MAX_SHADER_BUFFER_SIZE);
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      extensions->ARB_shader_storage_buffer_object = GL_TRUE;
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   }
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   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 +
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         c->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms +
         c->Program[MESA_SHADER_COMPUTE].MaxImageUniforms;
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   c->MaxCombinedShaderOutputResources += c->MaxCombinedImageUniforms;
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   c->MaxImageUnits = MAX_IMAGE_UNITS;
   if (c->MaxCombinedImageUniforms) {
      extensions->ARB_shader_image_load_store = GL_TRUE;
      extensions->ARB_shader_image_size = GL_TRUE;
   }
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   /* ARB_framebuffer_no_attachments */
   c->MaxFramebufferWidth   = c->MaxViewportWidth;
   c->MaxFramebufferHeight  = c->MaxViewportHeight;
   /* NOTE: we cheat here a little by assuming that
    * PIPE_CAP_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->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
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   c->MaxWindowRectangles =
      screen->get_param(screen, PIPE_CAP_MAX_WINDOW_RECTANGLES);
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   c->SparseBufferPageSize =
      screen->get_param(screen, PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE);
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   c->AllowMappedBuffersDuringExecution =
      screen->get_param(screen, PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION);
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   c->BufferCreateMapUnsynchronizedThreadSafe =
      screen->get_param(screen, PIPE_CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE);

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   c->UseSTD430AsDefaultPacking =
      screen->get_param(screen, PIPE_CAP_LOAD_CONSTBUF);
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   c->MaxSubpixelPrecisionBiasBits =
      screen->get_param(screen, PIPE_CAP_MAX_CONSERVATIVE_RASTER_SUBPIXEL_PRECISION_BIAS);

   c->ConservativeRasterDilateRange[0] =
      screen->get_paramf(screen, PIPE_CAPF_MIN_CONSERVATIVE_RASTER_DILATE);
   c->ConservativeRasterDilateRange[1] =
      screen->get_paramf(screen, PIPE_CAPF_MAX_CONSERVATIVE_RASTER_DILATE);
   c->ConservativeRasterDilateGranularity =
      screen->get_paramf(screen, PIPE_CAPF_CONSERVATIVE_RASTER_DILATE_GRANULARITY);

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   /* limit the max combined shader output resources to a driver limit */
   temp = screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES);
   if (temp > 0 && c->MaxCombinedShaderOutputResources > temp)
      c->MaxCombinedShaderOutputResources = temp;
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   c->VertexBufferOffsetIsInt32 =
      screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET);
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   c->MultiDrawWithUserIndices =
      screen->get_param(screen, PIPE_CAP_DRAW_INFO_START_WITH_USER_INDICES);
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   c->AllowDynamicVAOFastPath = true;

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   c->glBeginEndBufferSize =
      screen->get_param(screen, PIPE_CAP_GL_BEGIN_END_BUFFER_SIZE);
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}


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/**
 * 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_cap_mapping {
   int extension_offset;
   int cap;
};

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struct st_extension_format_mapping {
   int extension_offset[2];
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   enum pipe_format format[32];
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   /* 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.
 */
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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)
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{
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   GLboolean *extension_table = (GLboolean *) extensions;
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   unsigned i;
   int j;
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   int num_formats = ARRAY_SIZE(mapping->format);
   int num_ext = ARRAY_SIZE(mapping->extension_offset);
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   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],
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                                         target, 0, 0, bind_flags)) {
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            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++)
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         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,
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                            const enum pipe_format *formats,
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                            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],
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                                         PIPE_TEXTURE_2D, i, i, bind)) {
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            return i;
         }
      }
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   }
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   return 0;
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}
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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;
}
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/**
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 * 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.
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 */
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void st_init_extensions(struct pipe_screen *screen,
                        struct gl_constants *consts,
                        struct gl_extensions *extensions,
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                        struct st_config_options *options,
                        gl_api api)
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{
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   unsigned i;
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   GLboolean *extension_table = (GLboolean *) extensions;
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   static const struct st_extension_cap_mapping cap_mapping[] = {
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      { o(ARB_base_instance),                PIPE_CAP_START_INSTANCE                   },
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      { o(ARB_bindless_texture),             PIPE_CAP_BINDLESS_TEXTURE                 },
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      { o(ARB_buffer_storage),               PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT   },
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      { o(ARB_clear_texture),                PIPE_CAP_CLEAR_TEXTURE                    },
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      { o(ARB_clip_control),                 PIPE_CAP_CLIP_HALFZ                       },
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      { o(ARB_color_buffer_float),           PIPE_CAP_VERTEX_COLOR_UNCLAMPED           },
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      { o(ARB_conditional_render_inverted),  PIPE_CAP_CONDITIONAL_RENDER_INVERTED      },
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      { o(ARB_copy_image),                   PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS },
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      { o(OES_copy_image),                   PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS },
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      { o(ARB_cull_distance),                PIPE_CAP_CULL_DISTANCE                    },
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      { o(ARB_depth_clamp),                  PIPE_CAP_DEPTH_CLIP_DISABLE               },
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      { o(ARB_derivative_control),           PIPE_CAP_TGSI_FS_FINE_DERIVATIVE          },
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      { o(ARB_draw_buffers_blend),           PIPE_CAP_INDEP_BLEND_FUNC                 },
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      { o(ARB_draw_indirect),                PIPE_CAP_DRAW_INDIRECT                    },
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      { o(ARB_draw_instanced),               PIPE_CAP_TGSI_INSTANCEID                  },
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      { o(ARB_fragment_program_shadow),      PIPE_CAP_TEXTURE_SHADOW_MAP               },
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      { o(ARB_framebuffer_object),           PIPE_CAP_MIXED_FRAMEBUFFER_SIZES          },
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      { o(ARB_gpu_shader_int64),             PIPE_CAP_INT64                            },
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      { o(ARB_gl_spirv),                     PIPE_CAP_GL_SPIRV                         },
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      { o(ARB_indirect_parameters),          PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS       },
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      { o(ARB_instanced_arrays),             PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR  },
      { o(ARB_occlusion_query),              PIPE_CAP_OCCLUSION_QUERY                  },
      { o(ARB_occlusion_query2),             PIPE_CAP_OCCLUSION_QUERY                  },
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      { o(ARB_pipeline_statistics_query),    PIPE_CAP_QUERY_PIPELINE_STATISTICS        },
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      { o(ARB_pipeline_statistics_query),    PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE },
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      { o(ARB_point_sprite),                 PIPE_CAP_POINT_SPRITE                     },
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      { o(ARB_polygon_offset_clamp),         PIPE_CAP_POLYGON_OFFSET_CLAMP             },
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      { o(ARB_post_depth_coverage),          PIPE_CAP_POST_DEPTH_COVERAGE              },
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      { o(ARB_query_buffer_object),          PIPE_CAP_QUERY_BUFFER_OBJECT              },
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      { o(ARB_robust_buffer_access_behavior), PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR   },
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      { o(ARB_sample_shading),               PIPE_CAP_SAMPLE_SHADING                   },
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      { o(ARB_sample_locations),             PIPE_CAP_PROGRAMMABLE_SAMPLE_LOCATIONS    },
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      { o(ARB_seamless_cube_map),            PIPE_CAP_SEAMLESS_CUBE_MAP                },
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      { o(ARB_shader_ballot),                PIPE_CAP_TGSI_BALLOT                      },
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      { o(ARB_shader_clock),                 PIPE_CAP_TGSI_CLOCK                       },
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      { o(ARB_shader_draw_parameters),       PIPE_CAP_DRAW_PARAMETERS                  },
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      { o(ARB_shader_group_vote),            PIPE_CAP_TGSI_VOTE                        },
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      { o(EXT_shader_image_load_formatted),  PIPE_CAP_IMAGE_LOAD_FORMATTED             },
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      { o(EXT_shader_image_load_store),      PIPE_CAP_TGSI_ATOMINC_WRAP                },
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      { o(ARB_shader_stencil_export),        PIPE_CAP_SHADER_STENCIL_EXPORT            },
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      { o(ARB_shader_texture_image_samples), PIPE_CAP_TGSI_TXQS                        },
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      { o(ARB_shader_texture_lod),           PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD      },
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      { o(ARB_shadow),                       PIPE_CAP_TEXTURE_SHADOW_MAP               },
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      { o(ARB_sparse_buffer),                PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE          },
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      { o(ARB_spirv_extensions),             PIPE_CAP_GL_SPIRV                         },
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      { o(ARB_texture_buffer_object),        PIPE_CAP_TEXTURE_BUFFER_OBJECTS           },
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      { o(ARB_texture_cube_map_array),       PIPE_CAP_CUBE_MAP_ARRAY                   },
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      { o(ARB_texture_gather),               PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS    },
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      { o(ARB_texture_mirror_clamp_to_edge), PIPE_CAP_TEXTURE_MIRROR_CLAMP_TO_EDGE     },
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      { o(ARB_texture_multisample),          PIPE_CAP_TEXTURE_MULTISAMPLE              },
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      { o(ARB_texture_non_power_of_two),     PIPE_CAP_NPOT_TEXTURES                    },
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      { o(ARB_texture_query_lod),            PIPE_CAP_TEXTURE_QUERY_LOD                },
      { o(ARB_texture_view),                 PIPE_CAP_SAMPLER_VIEW_TARGET              },
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      { o(ARB_timer_query),                  PIPE_CAP_QUERY_TIMESTAMP                  },
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      { o(ARB_transform_feedback2),          PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME       },
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      { o(ARB_transform_feedback3),          PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS },
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      { o(ARB_transform_feedback_overflow_query), PIPE_CAP_QUERY_SO_OVERFLOW           },
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      { o(ARB_fragment_shader_interlock),    PIPE_CAP_FRAGMENT_SHADER_INTERLOCK        },
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      { o(EXT_blend_equation_separate),      PIPE_CAP_BLEND_EQUATION_SEPARATE          },
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      { o(EXT_demote_to_helper_invocation),  PIPE_CAP_DEMOTE_TO_HELPER_INVOCATION      },
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      { o(EXT_depth_bounds_test),            PIPE_CAP_DEPTH_BOUNDS_TEST                },
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      { o(EXT_disjoint_timer_query),         PIPE_CAP_QUERY_TIMESTAMP                  },
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      { o(EXT_draw_buffers2),                PIPE_CAP_INDEP_BLEND_ENABLE               },
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      { o(EXT_memory_object),                PIPE_CAP_MEMOBJ                           },
      { o(EXT_memory_object_fd),             PIPE_CAP_MEMOBJ                           },
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      { o(EXT_multisampled_render_to_texture), PIPE_CAP_SURFACE_SAMPLE_COUNT           },
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      { o(EXT_semaphore),                    PIPE_CAP_FENCE_SIGNAL                     },
      { o(EXT_semaphore_fd),                 PIPE_CAP_FENCE_SIGNAL                     },
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      { o(EXT_shader_samples_identical),     PIPE_CAP_SHADER_SAMPLES_IDENTICAL         },
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      { o(EXT_texture_array),                PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS         },
      { o(EXT_texture_filter_anisotropic),   PIPE_CAP_ANISOTROPIC_FILTER               },
      { o(EXT_texture_mirror_clamp),         PIPE_CAP_TEXTURE_MIRROR_CLAMP             },
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      { o(EXT_texture_shadow_lod),           PIPE_CAP_TEXTURE_SHADOW_LOD               },
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      { o(EXT_texture_swizzle),              PIPE_CAP_TEXTURE_SWIZZLE                  },
      { o(EXT_transform_feedback),           PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS        },
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      { o(EXT_window_rectangles),            PIPE_CAP_MAX_WINDOW_RECTANGLES            },
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      { o(AMD_depth_clamp_separate),         PIPE_CAP_DEPTH_CLIP_DISABLE_SEPARATE      },
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      { o(AMD_framebuffer_multisample_advanced), PIPE_CAP_FRAMEBUFFER_MSAA_CONSTRAINTS },
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      { o(AMD_pinned_memory),                PIPE_CAP_RESOURCE_FROM_USER_MEMORY        },
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      { o(ATI_meminfo),                      PIPE_CAP_QUERY_MEMORY_INFO                },
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      { o(AMD_seamless_cubemap_per_texture), PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE    },
      { o(ATI_texture_mirror_once),          PIPE_CAP_TEXTURE_MIRROR_CLAMP             },
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      { o(INTEL_conservative_rasterization), PIPE_CAP_CONSERVATIVE_RASTER_INNER_COVERAGE },
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      { o(INTEL_shader_atomic_float_minmax), PIPE_CAP_ATOMIC_FLOAT_MINMAX              },
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      { o(MESA_tile_raster_order),           PIPE_CAP_TILE_RASTER_ORDER                },
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      { o(NV_alpha_to_coverage_dither_control), PIPE_CAP_ALPHA_TO_COVERAGE_DITHER_CONTROL },
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      { o(NV_compute_shader_derivatives),    PIPE_CAP_COMPUTE_SHADER_DERIVATIVES       },
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      { o(NV_conditional_render),            PIPE_CAP_CONDITIONAL_RENDER               },
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      { o(NV_fill_rectangle),                PIPE_CAP_POLYGON_MODE_FILL_RECTANGLE      },
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      { o(NV_primitive_restart),             PIPE_CAP_PRIMITIVE_RESTART                },
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      { o(NV_shader_atomic_float),           PIPE_CAP_TGSI_ATOMFADD                    },
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      { o(NV_texture_barrier),               PIPE_CAP_TEXTURE_BARRIER                  },
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      { o(NV_viewport_array2),               PIPE_CAP_VIEWPORT_MASK                    },
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      { o(NV_viewport_swizzle),              PIPE_CAP_VIEWPORT_SWIZZLE                 },
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      { o(NVX_gpu_memory_info),              PIPE_CAP_QUERY_MEMORY_INFO                },
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      /* GL_NV_point_sprite is not supported by gallium because we don't
       * support the GL_POINT_SPRITE_R_MODE_NV option. */
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      { o(OES_standard_derivatives),         PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES      },
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      { o(OES_texture_float_linear),         PIPE_CAP_TEXTURE_FLOAT_LINEAR             },
      { o(OES_texture_half_float_linear),    PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR        },
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      { o(OES_texture_view),                 PIPE_CAP_SAMPLER_VIEW_TARGET              },
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      { o(INTEL_blackhole_render),           PIPE_CAP_FRONTEND_NOOP,                   },
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   };
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   /* Required: render target and sampler support */
   static const struct st_extension_format_mapping rendertarget_mapping[] = {
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      { { o(OES_texture_float) },
        { PIPE_FORMAT_R32G32B32A32_FLOAT } },

      { { o(OES_texture_half_float) },
        { PIPE_FORMAT_R16G16B16A16_FLOAT } },

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      { { o(ARB_texture_rgb10_a2ui) },
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        { PIPE_FORMAT_R10G10B10A2_UINT,
          PIPE_FORMAT_B10G10R10A2_UINT },
         GL_TRUE }, /* at least one format must be supported */
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      { { o(EXT_sRGB) },
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        { PIPE_FORMAT_A8B8G8R8_SRGB,
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          PIPE_FORMAT_B8G8R8A8_SRGB,
          PIPE_FORMAT_R8G8B8A8_SRGB },
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         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 } },
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      { { o(ARB_texture_rg) },
        { PIPE_FORMAT_R8_UNORM,
          PIPE_FORMAT_R8G8_UNORM } },
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      { { o(EXT_texture_norm16) },
        { PIPE_FORMAT_R16_UNORM,
          PIPE_FORMAT_R16G16_UNORM,
          PIPE_FORMAT_R16G16B16A16_UNORM } },

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      { { 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 } },
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   };

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   /* Required: render target, sampler, and blending */
   static const struct st_extension_format_mapping rt_blendable[] = {
      { { o(EXT_float_blend) },
        { PIPE_FORMAT_R32G32B32A32_FLOAT } },
   };

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   /* 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(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),
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          o(ANGLE_texture_compression_dxt) },
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        { PIPE_FORMAT_DXT1_RGB,
          PIPE_FORMAT_DXT1_RGBA,
          PIPE_FORMAT_DXT3_RGBA,
          PIPE_FORMAT_DXT5_RGBA } },

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      { { o(EXT_texture_compression_s3tc_srgb) },
        { PIPE_FORMAT_DXT1_SRGB,
          PIPE_FORMAT_DXT1_SRGBA,
          PIPE_FORMAT_DXT3_SRGBA,
          PIPE_FORMAT_DXT5_SRGBA } },

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      { { o(ARB_texture_compression_bptc) },
        { PIPE_FORMAT_BPTC_RGBA_UNORM,
          PIPE_FORMAT_BPTC_SRGBA,
          PIPE_FORMAT_BPTC_RGB_FLOAT,
          PIPE_FORMAT_BPTC_RGB_UFLOAT } },

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      { { o(TDFX_texture_compression_FXT1) },
        { PIPE_FORMAT_FXT1_RGB,
          PIPE_FORMAT_FXT1_RGBA } },

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      { { o(KHR_texture_compression_astc_ldr),
          o(KHR_texture_compression_astc_sliced_3d) },
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