diff options
Diffstat (limited to 'mesalib/src/mesa/state_tracker/st_extensions.c')
-rw-r--r-- | mesalib/src/mesa/state_tracker/st_extensions.c | 936 |
1 files changed, 468 insertions, 468 deletions
diff --git a/mesalib/src/mesa/state_tracker/st_extensions.c b/mesalib/src/mesa/state_tracker/st_extensions.c index 0a1c473cc..974fd78d7 100644 --- a/mesalib/src/mesa/state_tracker/st_extensions.c +++ b/mesalib/src/mesa/state_tracker/st_extensions.c @@ -1,468 +1,468 @@ -/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
- * Copyright (c) 2008 VMware, Inc.
- * All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the
- * "Software"), to deal in the Software without restriction, including
- * without limitation the rights to use, copy, modify, merge, publish,
- * distribute, sub license, and/or sell copies of the Software, and to
- * permit persons to whom the Software is furnished to do so, subject to
- * the following conditions:
- *
- * The above copyright notice and this permission notice (including the
- * next paragraph) shall be included in all copies or substantial portions
- * of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
- * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
- * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- **************************************************************************/
-
-#include "main/imports.h"
-#include "main/context.h"
-#include "main/macros.h"
-#include "main/mfeatures.h"
-
-#include "pipe/p_context.h"
-#include "pipe/p_defines.h"
-#include "pipe/p_screen.h"
-
-#include "st_context.h"
-#include "st_extensions.h"
-
-
-static int _min(int a, int b)
-{
- return (a < b) ? a : b;
-}
-
-static float _maxf(float a, float b)
-{
- return (a > b) ? a : b;
-}
-
-static int _clamp(int a, int min, int max)
-{
- if (a < min)
- return min;
- else if (a > max)
- return max;
- else
- return a;
-}
-
-
-/**
- * Query driver to get implementation limits.
- * Note that we have to limit/clamp against Mesa's internal limits too.
- */
-void st_init_limits(struct st_context *st)
-{
- struct pipe_screen *screen = st->pipe->screen;
- struct gl_constants *c = &st->ctx->Const;
- gl_shader_type sh;
-
- c->MaxTextureLevels
- = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
- MAX_TEXTURE_LEVELS);
-
- c->Max3DTextureLevels
- = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS),
- MAX_3D_TEXTURE_LEVELS);
-
- c->MaxCubeTextureLevels
- = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS),
- MAX_CUBE_TEXTURE_LEVELS);
-
- c->MaxTextureRectSize
- = _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE);
-
- c->MaxTextureImageUnits
- = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS),
- MAX_TEXTURE_IMAGE_UNITS);
-
- c->MaxVertexTextureImageUnits
- = _min(screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS),
- MAX_VERTEX_TEXTURE_IMAGE_UNITS);
-
- c->MaxCombinedTextureImageUnits
- = _min(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SAMPLERS),
- MAX_COMBINED_TEXTURE_IMAGE_UNITS);
-
- c->MaxTextureCoordUnits
- = _min(c->MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
-
- c->MaxTextureUnits = _min(c->MaxTextureImageUnits, c->MaxTextureCoordUnits);
-
- c->MaxDrawBuffers
- = _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
- 1, MAX_DRAW_BUFFERS);
-
- c->MaxLineWidth
- = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH));
- c->MaxLineWidthAA
- = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH_AA));
-
- c->MaxPointSize
- = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH));
- c->MaxPointSizeAA
- = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH_AA));
- /* called after _mesa_create_context/_mesa_init_point, fix default user
- * settable max point size up
- */
- st->ctx->Point.MaxSize = MAX2(c->MaxPointSize, c->MaxPointSizeAA);
- /* these are not queryable. Note that GL basically mandates a 1.0 minimum
- * for non-aa sizes, but we can go down to 0.0 for aa points.
- */
- c->MinPointSize = 1.0f;
- c->MinPointSizeAA = 0.0f;
-
- c->MaxTextureMaxAnisotropy
- = _maxf(2.0f, screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_ANISOTROPY));
-
- c->MaxTextureLodBias
- = screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_LOD_BIAS);
-
- c->MaxDrawBuffers
- = CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
- 1, MAX_DRAW_BUFFERS);
-
- /* Quads always follow GL provoking rules. */
- c->QuadsFollowProvokingVertexConvention = GL_FALSE;
-
- for (sh = 0; sh < MESA_SHADER_TYPES; ++sh) {
- struct gl_shader_compiler_options *options =
- &st->ctx->ShaderCompilerOptions[sh];
- struct gl_program_constants *pc;
-
- switch (sh) {
- case PIPE_SHADER_FRAGMENT:
- pc = &c->FragmentProgram;
- break;
- case PIPE_SHADER_VERTEX:
- pc = &c->VertexProgram;
- break;
- case PIPE_SHADER_GEOMETRY:
- pc = &c->GeometryProgram;
- break;
- default:
- assert(0);
- continue;
- }
-
- pc->MaxNativeInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
- pc->MaxNativeAluInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS);
- pc->MaxNativeTexInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS);
- pc->MaxNativeTexIndirections = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS);
- pc->MaxNativeAttribs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS);
- pc->MaxNativeTemps = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS);
- pc->MaxNativeAddressRegs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ADDRS);
- pc->MaxNativeParameters = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONSTS);
- pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS);
-
- options->EmitNoNoise = TRUE;
-
- /* TODO: make these more fine-grained if anyone needs it */
- options->EmitNoIfs = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
- options->EmitNoLoops = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
- options->EmitNoFunctions = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
- options->EmitNoMainReturn = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES);
-
- options->EmitNoCont = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED);
-
- options->EmitNoIndirectInput = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR);
- options->EmitNoIndirectOutput = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR);
- options->EmitNoIndirectTemp = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR);
- options->EmitNoIndirectUniform = !screen->get_shader_param(screen, sh,
- PIPE_SHADER_CAP_INDIRECT_CONST_ADDR);
-
- if(options->EmitNoLoops)
- options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536);
- }
-
- /* PIPE_CAP_MAX_FS_INPUTS specifies the number of COLORn + GENERICn inputs
- * and is set in MaxNativeAttribs. It's always 2 colors + N generic
- * attributes. The GLSL compiler never uses COLORn for varyings, so we
- * subtract the 2 colors to get the maximum number of varyings (generic
- * attributes) supported by a driver. */
- c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_INPUTS) - 2;
- c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
-
- /* XXX we'll need a better query here someday */
- if (screen->get_param(screen, PIPE_CAP_GLSL)) {
- c->GLSLVersion = 120;
- }
-}
-
-
-/**
- * Use pipe_screen::get_param() to query PIPE_CAP_ values to determine
- * which GL extensions are supported.
- * Quite a few extensions are always supported because they are standard
- * features or can be built on top of other gallium features.
- * Some fine tuning may still be needed.
- */
-void st_init_extensions(struct st_context *st)
-{
- struct pipe_screen *screen = st->pipe->screen;
- struct gl_context *ctx = st->ctx;
-
- /*
- * Extensions that are supported by all Gallium drivers:
- */
- ctx->Extensions.ARB_copy_buffer = GL_TRUE;
- ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
- ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
- ctx->Extensions.ARB_fragment_program = GL_TRUE;
- ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
- ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
- ctx->Extensions.ARB_multisample = GL_TRUE;
- ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */
- ctx->Extensions.ARB_texture_compression = GL_TRUE;
- ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
- ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
- ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
- ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
- ctx->Extensions.ARB_vertex_array_object = GL_TRUE;
- ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;
- ctx->Extensions.ARB_vertex_program = GL_TRUE;
- ctx->Extensions.ARB_window_pos = GL_TRUE;
-
- ctx->Extensions.EXT_blend_color = GL_TRUE;
- ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
- ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
- ctx->Extensions.EXT_blend_minmax = GL_TRUE;
- ctx->Extensions.EXT_blend_subtract = GL_TRUE;
- ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
- ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
- ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
- ctx->Extensions.EXT_fog_coord = GL_TRUE;
- ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
- ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;
- ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
- ctx->Extensions.EXT_point_parameters = GL_TRUE;
- ctx->Extensions.EXT_provoking_vertex = GL_TRUE;
- ctx->Extensions.EXT_secondary_color = GL_TRUE;
- ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
- ctx->Extensions.EXT_texture_env_add = GL_TRUE;
- ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
- ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
- ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
- ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
-
- ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
-
- ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
-
- ctx->Extensions.MESA_pack_invert = GL_TRUE;
-
- ctx->Extensions.NV_blend_square = GL_TRUE;
- ctx->Extensions.NV_texgen_reflection = GL_TRUE;
- ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
- ctx->Extensions.NV_texture_rectangle = GL_TRUE;
-#if 0
- /* possibly could support the following two */
- ctx->Extensions.NV_vertex_program = GL_TRUE;
- ctx->Extensions.NV_vertex_program1_1 = GL_TRUE;
-#endif
-
-#if FEATURE_OES_EGL_image
- ctx->Extensions.OES_EGL_image = GL_TRUE;
-#endif
-#if FEATURE_OES_draw_texture
- ctx->Extensions.OES_draw_texture = GL_TRUE;
-#endif
-
- ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;
-
- /*
- * Extensions that depend on the driver/hardware:
- */
- if (screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS) > 0) {
- ctx->Extensions.ARB_draw_buffers = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_TEXTURE_SWIZZLE) > 0) {
- ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_GLSL)) {
- ctx->Extensions.ARB_fragment_shader = GL_TRUE;
- ctx->Extensions.ARB_vertex_shader = GL_TRUE;
- ctx->Extensions.ARB_shader_objects = GL_TRUE;
- ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
- ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE;
- ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_REPEAT) > 0) {
- ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_SEPARATE)) {
- ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_CLAMP) > 0) {
- ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
- ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES)) {
- ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS) > 1) {
- ctx->Extensions.ARB_multitexture = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_TWO_SIDED_STENCIL)) {
- ctx->Extensions.ATI_separate_stencil = GL_TRUE;
- ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_ANISOTROPIC_FILTER)) {
- ctx->Extensions.EXT_texture_filter_anisotropic = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_POINT_SPRITE)) {
- ctx->Extensions.ARB_point_sprite = GL_TRUE;
- /* GL_NV_point_sprite is not supported by gallium because we don't
- * support the GL_POINT_SPRITE_R_MODE_NV option.
- */
- }
-
- if (screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY)) {
- ctx->Extensions.ARB_occlusion_query = GL_TRUE;
- ctx->Extensions.ARB_occlusion_query2 = GL_TRUE;
- }
- if (screen->get_param(screen, PIPE_CAP_TIMER_QUERY)) {
- ctx->Extensions.EXT_timer_query = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_TEXTURE_SHADOW_MAP)) {
- ctx->Extensions.ARB_depth_texture = GL_TRUE;
- ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
- ctx->Extensions.ARB_shadow = GL_TRUE;
- ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
- /*ctx->Extensions.ARB_shadow_ambient = GL_TRUE;*/
- }
-
- /* GL_EXT_packed_depth_stencil requires both the ability to render to
- * a depth/stencil buffer and texture from depth/stencil source.
- */
- if (screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_DEPTH_STENCIL, 0) &&
- screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
- ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
- }
- else if (screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_DEPTH_STENCIL, 0) &&
- screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
- ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
- }
-
- /* sRGB support */
- if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) ||
- screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
- ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
- ctx->Extensions.EXT_texture_sRGB_decode = GL_TRUE;
- }
-
- if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8_UNORM,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
- ctx->Extensions.ARB_texture_rg = GL_TRUE;
- }
-
- /* s3tc support */
- if (screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) &&
- (ctx->Mesa_DXTn ||
- screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_RENDER_TARGET, 0))) {
- ctx->Extensions.EXT_texture_compression_s3tc = GL_TRUE;
- ctx->Extensions.S3_s3tc = GL_TRUE;
- }
-
- /* ycbcr support */
- if (screen->is_format_supported(screen, PIPE_FORMAT_UYVY,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0) ||
- screen->is_format_supported(screen, PIPE_FORMAT_YUYV,
- PIPE_TEXTURE_2D, 0,
- PIPE_BIND_SAMPLER_VIEW, 0)) {
- ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
- }
-
- /* GL_ARB_framebuffer_object */
- if (ctx->Extensions.EXT_packed_depth_stencil) {
- /* we support always support GL_EXT_framebuffer_blit */
- ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
- }
-
- if (st->pipe->render_condition) {
- ctx->Extensions.NV_conditional_render = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_ENABLE)) {
- ctx->Extensions.EXT_draw_buffers2 = GL_TRUE;
- }
-
- /* 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;
- }
-
- if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC)) {
- ctx->Extensions.ARB_draw_buffers_blend = GL_TRUE;
- }
-
- if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) {
-#if 0 /* XXX re-enable when GLSL compiler again supports geometry shaders */
- ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
-#endif
- }
-
- if (screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) {
- ctx->Extensions.NV_primitive_restart = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_DEPTH_CLAMP)) {
- ctx->Extensions.ARB_depth_clamp = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
- ctx->Extensions.ARB_shader_stencil_export = GL_TRUE;
- }
-
- if (screen->get_param(screen, PIPE_CAP_INSTANCED_DRAWING)) {
- ctx->Extensions.ARB_draw_instanced = GL_TRUE;
- ctx->Extensions.ARB_instanced_arrays = GL_TRUE;
- }
-}
+/************************************************************************** + * + * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. + * Copyright (c) 2008 VMware, Inc. + * All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the + * "Software"), to deal in the Software without restriction, including + * without limitation the rights to use, copy, modify, merge, publish, + * distribute, sub license, and/or sell copies of the Software, and to + * permit persons to whom the Software is furnished to do so, subject to + * the following conditions: + * + * The above copyright notice and this permission notice (including the + * next paragraph) shall be included in all copies or substantial portions + * of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. + * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + **************************************************************************/ + +#include "main/imports.h" +#include "main/context.h" +#include "main/macros.h" +#include "main/mfeatures.h" + +#include "pipe/p_context.h" +#include "pipe/p_defines.h" +#include "pipe/p_screen.h" + +#include "st_context.h" +#include "st_extensions.h" + + +static int _min(int a, int b) +{ + return (a < b) ? a : b; +} + +static float _maxf(float a, float b) +{ + return (a > b) ? a : b; +} + +static int _clamp(int a, int min, int max) +{ + if (a < min) + return min; + else if (a > max) + return max; + else + return a; +} + + +/** + * Query driver to get implementation limits. + * Note that we have to limit/clamp against Mesa's internal limits too. + */ +void st_init_limits(struct st_context *st) +{ + struct pipe_screen *screen = st->pipe->screen; + struct gl_constants *c = &st->ctx->Const; + gl_shader_type sh; + + c->MaxTextureLevels + = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS), + MAX_TEXTURE_LEVELS); + + c->Max3DTextureLevels + = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS), + MAX_3D_TEXTURE_LEVELS); + + c->MaxCubeTextureLevels + = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS), + MAX_CUBE_TEXTURE_LEVELS); + + c->MaxTextureRectSize + = _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE); + + c->MaxTextureImageUnits + = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS), + MAX_TEXTURE_IMAGE_UNITS); + + c->MaxVertexTextureImageUnits + = _min(screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS), + MAX_VERTEX_TEXTURE_IMAGE_UNITS); + + c->MaxCombinedTextureImageUnits + = _min(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SAMPLERS), + MAX_COMBINED_TEXTURE_IMAGE_UNITS); + + c->MaxTextureCoordUnits + = _min(c->MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS); + + c->MaxTextureUnits = _min(c->MaxTextureImageUnits, c->MaxTextureCoordUnits); + + c->MaxDrawBuffers + = _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS), + 1, MAX_DRAW_BUFFERS); + + c->MaxLineWidth + = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH)); + c->MaxLineWidthAA + = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH_AA)); + + c->MaxPointSize + = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH)); + c->MaxPointSizeAA + = _maxf(1.0f, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH_AA)); + /* called after _mesa_create_context/_mesa_init_point, fix default user + * settable max point size up + */ + st->ctx->Point.MaxSize = MAX2(c->MaxPointSize, c->MaxPointSizeAA); + /* these are not queryable. Note that GL basically mandates a 1.0 minimum + * for non-aa sizes, but we can go down to 0.0 for aa points. + */ + c->MinPointSize = 1.0f; + c->MinPointSizeAA = 0.0f; + + c->MaxTextureMaxAnisotropy + = _maxf(2.0f, screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_ANISOTROPY)); + + c->MaxTextureLodBias + = screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_LOD_BIAS); + + c->MaxDrawBuffers + = CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS), + 1, MAX_DRAW_BUFFERS); + + /* Quads always follow GL provoking rules. */ + c->QuadsFollowProvokingVertexConvention = GL_FALSE; + + for (sh = 0; sh < MESA_SHADER_TYPES; ++sh) { + struct gl_shader_compiler_options *options = + &st->ctx->ShaderCompilerOptions[sh]; + struct gl_program_constants *pc; + + switch (sh) { + case PIPE_SHADER_FRAGMENT: + pc = &c->FragmentProgram; + break; + case PIPE_SHADER_VERTEX: + pc = &c->VertexProgram; + break; + case PIPE_SHADER_GEOMETRY: + pc = &c->GeometryProgram; + break; + default: + assert(0); + continue; + } + + pc->MaxNativeInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS); + pc->MaxNativeAluInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS); + pc->MaxNativeTexInstructions = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS); + pc->MaxNativeTexIndirections = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS); + pc->MaxNativeAttribs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INPUTS); + pc->MaxNativeTemps = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_TEMPS); + pc->MaxNativeAddressRegs = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_ADDRS); + pc->MaxNativeParameters = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONSTS); + pc->MaxUniformComponents = 4 * MIN2(pc->MaxNativeParameters, MAX_UNIFORMS); + + options->EmitNoNoise = TRUE; + + /* TODO: make these more fine-grained if anyone needs it */ + options->EmitNoIfs = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH); + options->EmitNoLoops = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH); + options->EmitNoFunctions = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES); + options->EmitNoMainReturn = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_SUBROUTINES); + + options->EmitNoCont = !screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED); + + options->EmitNoIndirectInput = !screen->get_shader_param(screen, sh, + PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR); + options->EmitNoIndirectOutput = !screen->get_shader_param(screen, sh, + PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR); + options->EmitNoIndirectTemp = !screen->get_shader_param(screen, sh, + PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR); + options->EmitNoIndirectUniform = !screen->get_shader_param(screen, sh, + PIPE_SHADER_CAP_INDIRECT_CONST_ADDR); + + if(options->EmitNoLoops) + options->MaxUnrollIterations = MIN2(screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS), 65536); + } + + /* PIPE_CAP_MAX_FS_INPUTS specifies the number of COLORn + GENERICn inputs + * and is set in MaxNativeAttribs. It's always 2 colors + N generic + * attributes. The GLSL compiler never uses COLORn for varyings, so we + * subtract the 2 colors to get the maximum number of varyings (generic + * attributes) supported by a driver. */ + c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_INPUTS) - 2; + c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING); + + /* XXX we'll need a better query here someday */ + if (screen->get_param(screen, PIPE_CAP_GLSL)) { + c->GLSLVersion = 120; + } +} + + +/** + * Use pipe_screen::get_param() to query PIPE_CAP_ values to determine + * which GL extensions are supported. + * Quite a few extensions are always supported because they are standard + * features or can be built on top of other gallium features. + * Some fine tuning may still be needed. + */ +void st_init_extensions(struct st_context *st) +{ + struct pipe_screen *screen = st->pipe->screen; + struct gl_context *ctx = st->ctx; + + /* + * Extensions that are supported by all Gallium drivers: + */ + ctx->Extensions.ARB_copy_buffer = GL_TRUE; + ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE; + ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE; + ctx->Extensions.ARB_fragment_program = GL_TRUE; + ctx->Extensions.ARB_half_float_pixel = GL_TRUE; + ctx->Extensions.ARB_map_buffer_range = GL_TRUE; + ctx->Extensions.ARB_multisample = GL_TRUE; + ctx->Extensions.ARB_texture_border_clamp = GL_TRUE; /* XXX temp */ + ctx->Extensions.ARB_texture_compression = GL_TRUE; + ctx->Extensions.ARB_texture_cube_map = GL_TRUE; + ctx->Extensions.ARB_texture_env_combine = GL_TRUE; + ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE; + ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE; + ctx->Extensions.ARB_vertex_array_object = GL_TRUE; + ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE; + ctx->Extensions.ARB_vertex_program = GL_TRUE; + ctx->Extensions.ARB_window_pos = GL_TRUE; + + ctx->Extensions.EXT_blend_color = GL_TRUE; + ctx->Extensions.EXT_blend_func_separate = GL_TRUE; + ctx->Extensions.EXT_blend_logic_op = GL_TRUE; + ctx->Extensions.EXT_blend_minmax = GL_TRUE; + ctx->Extensions.EXT_blend_subtract = GL_TRUE; + ctx->Extensions.EXT_framebuffer_blit = GL_TRUE; + ctx->Extensions.EXT_framebuffer_object = GL_TRUE; + ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE; + ctx->Extensions.EXT_fog_coord = GL_TRUE; + ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE; + ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE; + ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE; + ctx->Extensions.EXT_point_parameters = GL_TRUE; + ctx->Extensions.EXT_provoking_vertex = GL_TRUE; + ctx->Extensions.EXT_secondary_color = GL_TRUE; + ctx->Extensions.EXT_stencil_wrap = GL_TRUE; + ctx->Extensions.EXT_texture_env_add = GL_TRUE; + ctx->Extensions.EXT_texture_env_combine = GL_TRUE; + ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE; + ctx->Extensions.EXT_texture_lod_bias = GL_TRUE; + ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE; + + ctx->Extensions.APPLE_vertex_array_object = GL_TRUE; + + ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE; + + ctx->Extensions.MESA_pack_invert = GL_TRUE; + + ctx->Extensions.NV_blend_square = GL_TRUE; + ctx->Extensions.NV_texgen_reflection = GL_TRUE; + ctx->Extensions.NV_texture_env_combine4 = GL_TRUE; + ctx->Extensions.NV_texture_rectangle = GL_TRUE; +#if 0 + /* possibly could support the following two */ + ctx->Extensions.NV_vertex_program = GL_TRUE; + ctx->Extensions.NV_vertex_program1_1 = GL_TRUE; +#endif + +#if FEATURE_OES_EGL_image + ctx->Extensions.OES_EGL_image = GL_TRUE; +#endif +#if FEATURE_OES_draw_texture + ctx->Extensions.OES_draw_texture = GL_TRUE; +#endif + + ctx->Extensions.SGIS_generate_mipmap = GL_TRUE; + + /* + * Extensions that depend on the driver/hardware: + */ + if (screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS) > 0) { + ctx->Extensions.ARB_draw_buffers = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_TEXTURE_SWIZZLE) > 0) { + ctx->Extensions.EXT_texture_swizzle = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_GLSL)) { + ctx->Extensions.ARB_fragment_shader = GL_TRUE; + ctx->Extensions.ARB_vertex_shader = GL_TRUE; + ctx->Extensions.ARB_shader_objects = GL_TRUE; + ctx->Extensions.ARB_shading_language_100 = GL_TRUE; + ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE; + ctx->Extensions.EXT_separate_shader_objects = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_REPEAT) > 0) { + ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_SEPARATE)) { + ctx->Extensions.EXT_blend_equation_separate = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_TEXTURE_MIRROR_CLAMP) > 0) { + ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE; + ctx->Extensions.ATI_texture_mirror_once = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES)) { + ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS) > 1) { + ctx->Extensions.ARB_multitexture = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_TWO_SIDED_STENCIL)) { + ctx->Extensions.ATI_separate_stencil = GL_TRUE; + ctx->Extensions.EXT_stencil_two_side = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_ANISOTROPIC_FILTER)) { + ctx->Extensions.EXT_texture_filter_anisotropic = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_POINT_SPRITE)) { + ctx->Extensions.ARB_point_sprite = GL_TRUE; + /* GL_NV_point_sprite is not supported by gallium because we don't + * support the GL_POINT_SPRITE_R_MODE_NV option. + */ + } + + if (screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY)) { + ctx->Extensions.ARB_occlusion_query = GL_TRUE; + ctx->Extensions.ARB_occlusion_query2 = GL_TRUE; + } + if (screen->get_param(screen, PIPE_CAP_TIMER_QUERY)) { + ctx->Extensions.EXT_timer_query = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_TEXTURE_SHADOW_MAP)) { + ctx->Extensions.ARB_depth_texture = GL_TRUE; + ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE; + ctx->Extensions.ARB_shadow = GL_TRUE; + ctx->Extensions.EXT_shadow_funcs = GL_TRUE; + /*ctx->Extensions.ARB_shadow_ambient = GL_TRUE;*/ + } + + /* GL_EXT_packed_depth_stencil requires both the ability to render to + * a depth/stencil buffer and texture from depth/stencil source. + */ + if (screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_DEPTH_STENCIL, 0) && + screen->is_format_supported(screen, PIPE_FORMAT_S8_USCALED_Z24_UNORM, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_SAMPLER_VIEW, 0)) { + ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE; + } + else if (screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_DEPTH_STENCIL, 0) && + screen->is_format_supported(screen, PIPE_FORMAT_Z24_UNORM_S8_USCALED, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_SAMPLER_VIEW, 0)) { + ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE; + } + + /* sRGB support */ + if (screen->is_format_supported(screen, PIPE_FORMAT_A8B8G8R8_SRGB, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_SAMPLER_VIEW, 0) || + screen->is_format_supported(screen, PIPE_FORMAT_B8G8R8A8_SRGB, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_SAMPLER_VIEW, 0)) { + ctx->Extensions.EXT_texture_sRGB = GL_TRUE; + ctx->Extensions.EXT_texture_sRGB_decode = GL_TRUE; + } + + if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8_UNORM, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_SAMPLER_VIEW, 0)) { + ctx->Extensions.ARB_texture_rg = GL_TRUE; + } + + /* s3tc support */ + if (screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_SAMPLER_VIEW, 0) && + (ctx->Mesa_DXTn || + screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_RENDER_TARGET, 0))) { + ctx->Extensions.EXT_texture_compression_s3tc = GL_TRUE; + ctx->Extensions.S3_s3tc = GL_TRUE; + } + + /* ycbcr support */ + if (screen->is_format_supported(screen, PIPE_FORMAT_UYVY, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_SAMPLER_VIEW, 0) || + screen->is_format_supported(screen, PIPE_FORMAT_YUYV, + PIPE_TEXTURE_2D, 0, + PIPE_BIND_SAMPLER_VIEW, 0)) { + ctx->Extensions.MESA_ycbcr_texture = GL_TRUE; + } + + /* GL_ARB_framebuffer_object */ + if (ctx->Extensions.EXT_packed_depth_stencil) { + /* we support always support GL_EXT_framebuffer_blit */ + ctx->Extensions.ARB_framebuffer_object = GL_TRUE; + } + + if (st->pipe->render_condition) { + ctx->Extensions.NV_conditional_render = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_ENABLE)) { + ctx->Extensions.EXT_draw_buffers2 = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC)) { + ctx->Extensions.ARB_draw_buffers_blend = GL_TRUE; + } + + /* GL_ARB_half_float_vertex */ + if (screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT, + PIPE_BUFFER, 0, + PIPE_BIND_VERTEX_BUFFER, 0)) { + ctx->Extensions.ARB_half_float_vertex = GL_TRUE; + } + + if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) { +#if 0 /* XXX re-enable when GLSL compiler again supports geometry shaders */ + ctx->Extensions.ARB_geometry_shader4 = GL_TRUE; +#endif + } + + if (screen->get_param(screen, PIPE_CAP_PRIMITIVE_RESTART)) { + ctx->Extensions.NV_primitive_restart = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_DEPTH_CLAMP)) { + ctx->Extensions.ARB_depth_clamp = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) { + ctx->Extensions.ARB_shader_stencil_export = GL_TRUE; + } + + if (screen->get_param(screen, PIPE_CAP_INSTANCED_DRAWING)) { + ctx->Extensions.ARB_draw_instanced = GL_TRUE; + ctx->Extensions.ARB_instanced_arrays = GL_TRUE; + } +} |