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mesa/st: Fill in native program limits.
In the lack of more fine grained capabilities in Gallium, assume that if the pipe driver supports GLSL then native limits match Mesa software limits. (cherry picked from commit 40a90cd11234a09c2477f5c9984dd6d9fac3f52c)
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1 changed files with 91 additions and 0 deletions
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@ -67,6 +67,7 @@ void st_init_limits(struct st_context *st)
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{
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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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c->MaxTextureLevels
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= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
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@ -137,6 +138,96 @@ void st_init_limits(struct st_context *st)
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/* XXX separate query for early function return? */
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st->ctx->Shader.EmitContReturn =
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screen->get_param(screen, PIPE_CAP_TGSI_CONT_SUPPORTED);
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if (screen->get_param(screen, PIPE_CAP_GLSL)) {
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/*
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* In the lack of more fine grained capabilities, if the pipe driver supports
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* GLSL then assume native limits match Mesa software limits.
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*/
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pc = &c->FragmentProgram;
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pc->MaxNativeInstructions = pc->MaxInstructions;
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pc->MaxNativeAluInstructions = pc->MaxAluInstructions;
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pc->MaxNativeTexInstructions = pc->MaxTexInstructions;
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pc->MaxNativeTexIndirections = pc->MaxTexIndirections;
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pc->MaxNativeAttribs = pc->MaxAttribs;
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pc->MaxNativeTemps = pc->MaxTemps;
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pc->MaxNativeAddressRegs = pc->MaxAddressRegs;
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pc->MaxNativeParameters = pc->MaxParameters;
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pc = &c->VertexProgram;
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pc->MaxNativeInstructions = pc->MaxInstructions;
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pc->MaxNativeAluInstructions = pc->MaxAluInstructions;
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pc->MaxNativeTexInstructions = pc->MaxTexInstructions;
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pc->MaxNativeTexIndirections = pc->MaxTexIndirections;
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pc->MaxNativeAttribs = pc->MaxAttribs;
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pc->MaxNativeTemps = pc->MaxTemps;
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pc->MaxNativeAddressRegs = pc->MaxAddressRegs;
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pc->MaxNativeParameters = pc->MaxParameters;
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} else if (screen->get_param(screen, PIPE_CAP_SM3)) {
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/*
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* Assume the hardware meets the minimum requirements
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* for Shader Model 3.
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*
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* See also:
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* - http://msdn.microsoft.com/en-us/library/bb172920(VS.85).aspx
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* - http://msdn.microsoft.com/en-us/library/bb172963(VS.85).aspx
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*/
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pc = &c->FragmentProgram;
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pc->MaxNativeInstructions = 512; /* D3DMIN30SHADERINSTRUCTIONS */
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pc->MaxNativeAluInstructions = pc->MaxNativeInstructions;
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pc->MaxNativeTexInstructions = pc->MaxNativeInstructions;
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pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
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pc->MaxNativeAttribs = 10;
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pc->MaxNativeTemps = 32;
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pc->MaxNativeAddressRegs = 1; /* aL */
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pc->MaxNativeParameters = 224;
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pc = &c->VertexProgram;
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pc->MaxNativeInstructions = 512; /* D3DMIN30SHADERINSTRUCTIONS */
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pc->MaxNativeAluInstructions = pc->MaxNativeInstructions;
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pc->MaxNativeTexInstructions = pc->MaxNativeInstructions;
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pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
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pc->MaxNativeAttribs = 16;
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pc->MaxNativeTemps = 32;
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pc->MaxNativeAddressRegs = 2; /* a0 and aL */
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pc->MaxNativeParameters = 256;
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} else {
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/*
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* Assume the hardware meets the minimum requirements
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* for Shader Model 2.
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*
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* See also:
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* - http://msdn.microsoft.com/en-us/library/bb172918(VS.85).aspx
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* - http://msdn.microsoft.com/en-us/library/bb172961(VS.85).aspx
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*/
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pc = &c->FragmentProgram;
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pc->MaxNativeInstructions = 96; /* D3DPS20_MIN_NUMINSTRUCTIONSLOTS */
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pc->MaxNativeAluInstructions = 64;
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pc->MaxNativeTexInstructions = 32;
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pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
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pc->MaxNativeAttribs = 10; /* 2 color + 8 texture coord */
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pc->MaxNativeTemps = 12; /* D3DPS20_MIN_NUMTEMPS */
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pc->MaxNativeAddressRegs = 0;
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pc->MaxNativeParameters = 16;
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pc = &c->VertexProgram;
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pc->MaxNativeInstructions = 256;
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pc->MaxNativeAluInstructions = 256;
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pc->MaxNativeTexInstructions = 0;
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pc->MaxNativeTexIndirections = 0;
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pc->MaxNativeAttribs = 16;
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pc->MaxNativeTemps = 12; /* D3DVS20_MIN_NUMTEMPS */
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pc->MaxNativeAddressRegs = 2; /* a0 and aL */
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pc->MaxNativeParameters = 256;
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}
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if (!screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS)) {
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c->VertexProgram.MaxNativeTexInstructions = 0;
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c->VertexProgram.MaxNativeTexIndirections = 0;
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}
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}
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