st_extensions.c 16.2 KB
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/**************************************************************************
 * 
 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * Copyright (c) 2008 VMware, Inc.
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 * All Rights Reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sub license, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 * 
 * The above copyright notice and this permission notice (including the
 * next paragraph) shall be included in all copies or substantial portions
 * of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 * 
 **************************************************************************/

#include "main/imports.h"
#include "main/context.h"
#include "main/macros.h"

#include "pipe/p_context.h"
#include "pipe/p_defines.h"
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#include "pipe/p_screen.h"
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#include "st_context.h"
#include "st_extensions.h"


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static int _min(int a, int 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 st_context *st)
{
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   struct pipe_screen *screen = st->pipe->screen;
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   struct gl_constants *c = &st->ctx->Const;
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   struct gl_program_constants *pc;
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   unsigned i;
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   c->MaxTextureLevels
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      = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
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            MAX_TEXTURE_LEVELS);
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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
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      = _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE);
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   c->MaxTextureImageUnits
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      = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS),
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            MAX_TEXTURE_IMAGE_UNITS);
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   c->MaxVertexTextureImageUnits
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      = _min(screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS),
             MAX_VERTEX_TEXTURE_IMAGE_UNITS);
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   c->MaxCombinedTextureImageUnits
      = _min(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SAMPLERS),
             MAX_COMBINED_TEXTURE_IMAGE_UNITS);

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   c->MaxTextureCoordUnits
      = _min(c->MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
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   c->MaxTextureUnits = _min(c->MaxTextureImageUnits, c->MaxTextureCoordUnits);
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   c->MaxDrawBuffers
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      = _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
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              1, MAX_DRAW_BUFFERS);
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   c->MaxLineWidth
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      = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH));
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   c->MaxLineWidthAA
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      = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH_AA));
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   c->MaxPointSize
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      = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH));
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   c->MaxPointSizeAA
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      = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH_AA));
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   /* called after _mesa_create_context/_mesa_init_point, fix default user
    * settable max point size up
    */
   st->ctx->Point.MaxSize = MAX2(c->MaxPointSize, c->MaxPointSizeAA);
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   /* these are not queryable. Note that GL basically mandates a 1.0 minimum
    * for non-aa sizes, but we can go down to 0.0 for aa points.
    */
   c->MinPointSize = 1.0f;
   c->MinPointSizeAA = 0.0f;
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   c->MaxTextureMaxAnisotropy
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      = _maxf(2.0f, screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_ANISOTROPY));
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   c->MaxTextureLodBias
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      = screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_LOD_BIAS);
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   c->MaxDrawBuffers
      = CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
              1, MAX_DRAW_BUFFERS);
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   /* Quads always follow GL provoking rules. */
   c->QuadsFollowProvokingVertexConvention = GL_FALSE;
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   for(i = 0; i < MESA_SHADER_TYPES; ++i) {
      struct gl_shader_compiler_options *options = &st->ctx->ShaderCompilerOptions[i];
      switch(i)
      {
      case PIPE_SHADER_FRAGMENT:
         pc = &c->FragmentProgram;
         break;
      case PIPE_SHADER_VERTEX:
         pc = &c->VertexProgram;
         break;
      case PIPE_SHADER_GEOMETRY:
         pc = &c->GeometryProgram;
         break;
      }

      pc->MaxNativeInstructions    = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
      pc->MaxNativeAluInstructions = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
      pc->MaxNativeTexInstructions = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
      pc->MaxNativeTexIndirections = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
      pc->MaxNativeAttribs         = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_INPUTS);
      pc->MaxNativeTemps           = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_TEMPS);
      pc->MaxNativeAddressRegs     = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_ADDRS);
      pc->MaxNativeParameters      = screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONSTS);

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      /* TODO: make these more fine-grained if anyone needs it */
      options->EmitNoIfs = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
      options->EmitNoFunctions = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
      options->EmitNoLoops = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
      options->EmitNoMainReturn = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);

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      options->EmitNoCont = !screen->get_shader_param(screen, i, PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED);
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      if(options->EmitNoLoops)
         options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, i, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536);
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   }
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   /* PIPE_CAP_MAX_FS_INPUTS specifies the number of COLORn + GENERICn inputs
    * and is set in MaxNativeAttribs. It's always 2 colors + N generic
    * attributes. The GLSL compiler never uses COLORn for varyings, so we
    * subtract the 2 colors to get the maximum number of varyings (generic
    * attributes) supported by a driver. */
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   c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_INPUTS) - 2;
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   c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
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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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 */
void st_init_extensions(struct st_context *st)
{
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   struct pipe_screen *screen = st->pipe->screen;
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   GLcontext *ctx = st->ctx;

   /*
    * Extensions that are supported by all Gallium drivers:
    */
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   ctx->Extensions.ARB_copy_buffer = GL_TRUE;
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   ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
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   ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
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   ctx->Extensions.ARB_fragment_program = GL_TRUE;
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   ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
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   ctx->Extensions.ARB_multisample = GL_TRUE;
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   ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
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   ctx->Extensions.ARB_texture_compression = GL_TRUE;
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   ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
   ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
   ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
   ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
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   ctx->Extensions.ARB_vertex_array_object = GL_TRUE;
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   ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
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   ctx->Extensions.ARB_vertex_program = GL_TRUE;
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   ctx->Extensions.ARB_window_pos = GL_TRUE;
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   ctx->Extensions.EXT_blend_color = GL_TRUE;
   ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
   ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
   ctx->Extensions.EXT_blend_minmax = GL_TRUE;
   ctx->Extensions.EXT_blend_subtract = GL_TRUE;
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   ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
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   ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
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   ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
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   ctx->Extensions.EXT_fog_coord = GL_TRUE;
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   ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
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   ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;
   ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
   ctx->Extensions.EXT_point_parameters = GL_TRUE;
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   ctx->Extensions.EXT_provoking_vertex = GL_TRUE;
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   ctx->Extensions.EXT_secondary_color = GL_TRUE;
   ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
   ctx->Extensions.EXT_texture_env_add = GL_TRUE;
   ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
   ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
   ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
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   ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
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   ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;

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   ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;

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   ctx->Extensions.MESA_pack_invert = GL_TRUE;

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   ctx->Extensions.NV_blend_square = GL_TRUE;
   ctx->Extensions.NV_texgen_reflection = GL_TRUE;
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   ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
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   ctx->Extensions.NV_texture_rectangle = GL_TRUE;
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#if 0
   /* possibly could support the following two */
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   ctx->Extensions.NV_vertex_program = GL_TRUE;
   ctx->Extensions.NV_vertex_program1_1 = GL_TRUE;
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#endif
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#if FEATURE_OES_EGL_image
   ctx->Extensions.OES_EGL_image = GL_TRUE;
#endif
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#if FEATURE_OES_draw_texture
   ctx->Extensions.OES_draw_texture = GL_TRUE;
#endif

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   ctx->Extensions.SGI_color_matrix = GL_TRUE;
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   ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;
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   /*
    * Extensions that depend on the driver/hardware:
    */
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   if (screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS) > 0) {
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      ctx->Extensions.ARB_draw_buffers = GL_TRUE;
   }

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   if (screen->get_param(screen, PIPE_CAP_TEXTURE_SWIZZLE) > 0) {
      ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
   }

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   if (screen->get_param(screen, PIPE_CAP_GLSL)) {
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      ctx->Extensions.ARB_fragment_shader = GL_TRUE;
      ctx->Extensions.ARB_vertex_shader = GL_TRUE;
      ctx->Extensions.ARB_shader_objects = GL_TRUE;
      ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
      ctx->Extensions.ARB_shading_language_120 = GL_TRUE;
   }

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   if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_REPEAT) > 0) {
      ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
   }

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   if (screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_SEPARATE)) {
      ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
   }

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   if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_CLAMP) > 0) {
      ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
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      ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
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   }

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   if (screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES)) {
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      ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
   }

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   if (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS) > 1) {
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      ctx->Extensions.ARB_multitexture = GL_TRUE;
   }

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   if (screen->get_param(screen, PIPE_CAP_TWO_SIDED_STENCIL)) {
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      ctx->Extensions.ATI_separate_stencil = GL_TRUE;
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      ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
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   }

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   if (screen->get_param(screen, PIPE_CAP_ANISOTROPIC_FILTER)) {
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      ctx->Extensions.EXT_texture_filter_anisotropic = GL_TRUE;
   }

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   if (screen->get_param(screen, PIPE_CAP_POINT_SPRITE)) {
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      ctx->Extensions.ARB_point_sprite = GL_TRUE;
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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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   }

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   if (screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY)) {
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      ctx->Extensions.ARB_occlusion_query = GL_TRUE;
   }
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   if (screen->get_param(screen, PIPE_CAP_TIMER_QUERY)) {
     ctx->Extensions.EXT_timer_query = GL_TRUE;
   }
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   if (screen->get_param(screen, PIPE_CAP_TEXTURE_SHADOW_MAP)) {
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      ctx->Extensions.ARB_depth_texture = GL_TRUE;
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      ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
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      ctx->Extensions.ARB_shadow = GL_TRUE;
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      ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
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      /*ctx->Extensions.ARB_shadow_ambient = GL_TRUE;*/
   }

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   /* GL_EXT_packed_depth_stencil requires both the ability to render to
    * a depth/stencil buffer and texture from depth/stencil source.
    */
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   if (screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
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                                   PIPE_TEXTURE_2D, 0,
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                                   PIPE_BIND_DEPTH_STENCIL, 0) &&
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       screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
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                                   PIPE_TEXTURE_2D, 0,
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                                   PIPE_BIND_SAMPLER_VIEW, 0)) {
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      ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
   }
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   else if (screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
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                                        PIPE_TEXTURE_2D, 0,
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                                        PIPE_BIND_DEPTH_STENCIL, 0) &&
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            screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
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                                        PIPE_TEXTURE_2D, 0,
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                                        PIPE_BIND_SAMPLER_VIEW, 0)) {
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      ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
   }

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   /* sRGB support */
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   if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB,
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                                   PIPE_TEXTURE_2D, 0,
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                                   PIPE_BIND_SAMPLER_VIEW, 0) ||
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      screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
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                                   PIPE_TEXTURE_2D, 0,
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                                   PIPE_BIND_SAMPLER_VIEW, 0)) {
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      ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
   }
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   /* s3tc support */
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   if (screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
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                                   PIPE_TEXTURE_2D, 0,
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                                   PIPE_BIND_SAMPLER_VIEW, 0) &&
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       (ctx->Mesa_DXTn ||
        screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
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                                    PIPE_TEXTURE_2D, 0,
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                                    PIPE_BIND_RENDER_TARGET, 0))) {
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      ctx->Extensions.EXT_texture_compression_s3tc = GL_TRUE;
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      ctx->Extensions.S3_s3tc = GL_TRUE;
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   }
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   /* ycbcr support */
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   if (screen->is_format_supported(screen, PIPE_FORMAT_UYVY, 
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                                   PIPE_TEXTURE_2D, 0,
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                                   PIPE_BIND_SAMPLER_VIEW, 0) ||
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       screen->is_format_supported(screen, PIPE_FORMAT_YUYV, 
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                                   PIPE_TEXTURE_2D, 0,
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                                   PIPE_BIND_SAMPLER_VIEW, 0)) {
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      ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
   }
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   /* GL_ARB_framebuffer_object */
   if (ctx->Extensions.EXT_packed_depth_stencil) {
      /* we support always support GL_EXT_framebuffer_blit */
      ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
   }
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   if (st->pipe->render_condition) {
      ctx->Extensions.NV_conditional_render = GL_TRUE;
   }
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   if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_ENABLE)) {
      ctx->Extensions.EXT_draw_buffers2 = GL_TRUE;
   }

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   /* GL_ARB_half_float_vertex */
   if (screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
                                   PIPE_BUFFER, 0,
                                   PIPE_BIND_VERTEX_BUFFER, 0)) {
      ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
   }

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#if 0 /* not yet */
   if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC)) {
      ctx->Extensions.ARB_draw_buffers_blend = GL_TRUE;
   }
#endif
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   if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
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      ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
   }
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   if (screen->get_param(screen, PIPE_CAP_DEPTH_CLAMP)) {
      ctx->Extensions.ARB_depth_clamp = GL_TRUE;
   }
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}