c->GLSLSkipStrictMaxVaryingLimitCheck =
screen->get_param(screen, PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS);
- if (can_ubo)
+ if (can_ubo) {
st->ctx->Extensions.ARB_uniform_buffer_object = GL_TRUE;
+ st->ctx->Const.UniformBufferOffsetAlignment =
+ screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
+ }
}
{ o(ARB_shader_texture_lod), PIPE_CAP_SM3 },
{ o(ARB_shadow), PIPE_CAP_TEXTURE_SHADOW_MAP },
{ o(ARB_texture_non_power_of_two), PIPE_CAP_NPOT_TEXTURES },
+ { o(ARB_timer_query), PIPE_CAP_QUERY_TIMESTAMP },
{ o(ARB_transform_feedback2), PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME },
{ o(ARB_transform_feedback3), PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME },
{ o(EXT_texture_filter_anisotropic), PIPE_CAP_ANISOTROPIC_FILTER },
{ o(EXT_texture_mirror_clamp), PIPE_CAP_TEXTURE_MIRROR_CLAMP },
{ o(EXT_texture_swizzle), PIPE_CAP_TEXTURE_SWIZZLE },
- { o(EXT_timer_query), PIPE_CAP_TIMER_QUERY },
{ o(EXT_transform_feedback), PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS },
{ o(AMD_seamless_cubemap_per_texture), PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE },
{ { o(EXT_texture_integer) },
{ PIPE_FORMAT_R32G32B32A32_UINT,
PIPE_FORMAT_R32G32B32A32_SINT } },
+
+ { { o(ARB_texture_rg) },
+ { PIPE_FORMAT_R8_UNORM,
+ PIPE_FORMAT_R8G8_UNORM } },
};
/* Required: depth stencil and sampler support */
PIPE_FORMAT_RGTC2_UNORM,
PIPE_FORMAT_RGTC2_SNORM } },
- { { o(ARB_texture_rg) },
- { PIPE_FORMAT_R8G8_UNORM } },
-
{ { o(EXT_texture_compression_latc) },
{ PIPE_FORMAT_LATC1_UNORM,
PIPE_FORMAT_LATC1_SNORM,
PIPE_FORMAT_LATC2_SNORM } },
{ { o(EXT_texture_compression_s3tc),
- o(S3_s3tc) },
+ o(ANGLE_texture_compression_dxt) },
{ PIPE_FORMAT_DXT1_RGB,
PIPE_FORMAT_DXT1_RGBA,
PIPE_FORMAT_DXT3_RGBA,
PIPE_FORMAT_B10G10R10A2_SSCALED } },
};
+ static const struct st_extension_format_mapping tbo_rgb32[] = {
+ { {o(ARB_texture_buffer_object_rgb32) },
+ { PIPE_FORMAT_R32G32B32_FLOAT,
+ PIPE_FORMAT_R32G32B32_UINT,
+ PIPE_FORMAT_R32G32B32_SINT,
+ } },
+ };
+
/*
* Extensions that are supported by all Gallium drivers:
*/
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
+ ctx->Extensions.ARB_internalformat_query = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
ctx->Extensions.EXT_blend_minmax = GL_TRUE;
ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
- ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
ctx->Extensions.EXT_fog_coord = GL_TRUE;
ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
ctx->Const.NativeIntegers = GL_TRUE;
ctx->Const.MaxClipPlanes = 8;
- /* Extensions that only depend on GLSL 1.3. */
+ /* Extensions that either depend on GLSL 1.30 or are a subset thereof. */
ctx->Extensions.ARB_conservative_depth = GL_TRUE;
ctx->Extensions.ARB_shader_bit_encoding = GL_TRUE;
+ ctx->Extensions.ARB_shading_language_packing = GL_TRUE;
+ ctx->Extensions.OES_depth_texture_cube_map = GL_TRUE;
} else {
/* Optional integer support for GLSL 1.2. */
if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
if (!ctx->Mesa_DXTn && !st_get_s3tc_override()) {
ctx->Extensions.EXT_texture_compression_s3tc = GL_FALSE;
- ctx->Extensions.S3_s3tc = GL_FALSE;
+ ctx->Extensions.ANGLE_texture_compression_dxt = GL_FALSE;
}
if (screen->get_shader_param(screen, PIPE_SHADER_GEOMETRY,
ctx->Const.PrimitiveRestartInSoftware = GL_TRUE;
}
+ /* ARB_color_buffer_float. */
if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
ctx->Extensions.ARB_color_buffer_float = GL_TRUE;
if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
st->clamp_frag_color_in_shader = TRUE;
}
+
+ /* For drivers which cannot do color clamping, it's better to just
+ * disable ARB_color_buffer_float in the core profile, because
+ * the clamping is deprecated there anyway. */
+ if (ctx->API == API_OPENGL_CORE &&
+ (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
+ st->clamp_vert_color_in_shader = GL_FALSE;
+ st->clamp_frag_color_in_shader = GL_FALSE;
+ ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
+ }
}
if (screen->fence_finish) {
break;
}
}
+ if (ctx->Const.MaxSamples == 1) {
+ /* one sample doesn't really make sense */
+ ctx->Const.MaxSamples = 0;
+ }
+ else if (ctx->Const.MaxSamples >= 2) {
+ ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
+ }
if (ctx->Const.MaxDualSourceDrawBuffers > 0)
ctx->Extensions.ARB_blend_func_extended = GL_TRUE;
- if (screen->get_param(screen, PIPE_CAP_TIMER_QUERY) &&
- screen->get_param(screen, PIPE_CAP_QUERY_TIMESTAMP)) {
- ctx->Extensions.ARB_timer_query = GL_TRUE;
+ st->has_time_elapsed =
+ screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
+
+ if (st->has_time_elapsed ||
+ ctx->Extensions.ARB_timer_query) {
+ ctx->Extensions.EXT_timer_query = GL_TRUE;
}
if (ctx->Extensions.ARB_transform_feedback2 &&
if (ctx->Const.MinMapBufferAlignment >= 64) {
ctx->Extensions.ARB_map_buffer_alignment = GL_TRUE;
}
- if (screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OBJECTS))
+ if (screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OBJECTS)) {
ctx->Extensions.ARB_texture_buffer_object = GL_TRUE;
+
+ ctx->Const.TextureBufferOffsetAlignment =
+ screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT);
+
+ if (ctx->Const.TextureBufferOffsetAlignment)
+ ctx->Extensions.ARB_texture_buffer_range = GL_TRUE;
+
+ init_format_extensions(st, tbo_rgb32, Elements(tbo_rgb32),
+ PIPE_BUFFER, PIPE_BIND_SAMPLER_VIEW);
+ }
+
+
+ /* Unpacking a varying in the fragment shader costs 1 texture indirection.
+ * If the number of available texture indirections is very limited, then we
+ * prefer to disable varying packing rather than run the risk of varying
+ * packing preventing a shader from running.
+ */
+ if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS) <= 8) {
+ /* We can't disable varying packing if transform feedback is available,
+ * because transform feedback code assumes a packed varying layout.
+ */
+ if (!ctx->Extensions.EXT_transform_feedback)
+ ctx->Const.DisableVaryingPacking = GL_TRUE;
+ }
}