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llvmpipe: add llvmpipe_init_screen_caps
It's one-one map of llvmpipe_get_param() and llvmpipe_get_paramf(). Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32955>
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@ -598,6 +598,214 @@ llvmpipe_get_compute_param(struct pipe_screen *_screen,
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}
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static void
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llvmpipe_init_screen_caps(struct pipe_screen *screen)
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{
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struct pipe_caps *caps = (struct pipe_caps *)&screen->caps;
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u_init_pipe_screen_caps(screen, 0);
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#ifdef HAVE_LIBDRM
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struct llvmpipe_screen *lscreen = llvmpipe_screen(screen);
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#endif
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#ifdef HAVE_LIBDRM
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if (lscreen->winsys->get_fd)
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caps->dmabuf = DRM_PRIME_CAP_IMPORT | DRM_PRIME_CAP_EXPORT;
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#ifdef HAVE_LINUX_UDMABUF_H
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else if (lscreen->udmabuf_fd != -1)
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caps->dmabuf = DRM_PRIME_CAP_IMPORT | DRM_PRIME_CAP_EXPORT;
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else
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caps->dmabuf = DRM_PRIME_CAP_IMPORT;
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#endif
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#else
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caps->dmabuf = 0;
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#endif
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#if defined(HAVE_LIBDRM) && defined(HAVE_LINUX_UDMABUF_H)
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caps->native_fence_fd = lscreen->dummy_sync_fd != -1;
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#endif
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caps->npot_textures = true;
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caps->mixed_framebuffer_sizes = true;
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caps->mixed_color_depth_bits = true;
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caps->anisotropic_filter = true;
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caps->fragment_shader_texture_lod = true;
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caps->fragment_shader_derivatives = true;
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caps->multiview = 2;
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caps->max_dual_source_render_targets = 1;
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caps->max_stream_output_buffers = PIPE_MAX_SO_BUFFERS;
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caps->max_render_targets = PIPE_MAX_COLOR_BUFS;
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caps->occlusion_query = true;
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caps->query_timestamp = true;
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caps->timer_resolution = true;
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caps->query_time_elapsed = true;
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caps->query_pipeline_statistics = true;
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caps->texture_mirror_clamp = true;
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caps->texture_mirror_clamp_to_edge = true;
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caps->texture_swizzle = true;
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caps->texture_shadow_lod = true;
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caps->max_texture_2d_size = 1 << (LP_MAX_TEXTURE_2D_LEVELS - 1);
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caps->max_texture_3d_levels = LP_MAX_TEXTURE_3D_LEVELS;
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caps->max_texture_cube_levels = LP_MAX_TEXTURE_CUBE_LEVELS;
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caps->max_texture_array_layers = LP_MAX_TEXTURE_ARRAY_LAYERS;
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caps->blend_equation_separate = true;
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caps->indep_blend_enable = true;
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caps->indep_blend_func = true;
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caps->fs_coord_origin_upper_left = true;
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caps->fs_coord_pixel_center_integer = true;
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caps->fs_coord_pixel_center_half_integer = true;
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caps->primitive_restart = true;
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caps->primitive_restart_fixed_index = true;
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caps->depth_clip_disable = true;
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caps->depth_clamp_enable = true;
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caps->shader_stencil_export = true;
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caps->vs_instanceid = true;
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caps->vertex_element_instance_divisor = true;
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caps->start_instance = true;
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caps->seamless_cube_map = true;
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caps->seamless_cube_map_per_texture = true;
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/* this is a lie could support arbitrary large offsets */
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caps->min_texture_gather_offset =
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caps->min_texel_offset = -32;
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caps->max_texture_gather_offset =
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caps->max_texel_offset = 31;
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caps->conditional_render = true;
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caps->texture_barrier = true;
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caps->max_stream_output_separate_components =
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caps->max_stream_output_interleaved_components = 16*4;
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caps->max_geometry_output_vertices =
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caps->max_geometry_total_output_components = 1024;
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caps->max_vertex_streams = 4;
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caps->max_vertex_attrib_stride = 2048;
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caps->stream_output_pause_resume = true;
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caps->stream_output_interleave_buffers = true;
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caps->vertex_color_unclamped = true;
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caps->vertex_color_clamped = true;
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caps->glsl_feature_level_compatibility =
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caps->glsl_feature_level = 450;
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caps->compute = GALLIVM_COROUTINES;
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caps->user_vertex_buffers = true;
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caps->tgsi_texcoord = true;
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caps->draw_indirect = true;
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caps->cube_map_array = true;
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caps->constant_buffer_offset_alignment = 16;
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caps->min_map_buffer_alignment = 64;
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caps->texture_buffer_objects = true;
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caps->linear_image_pitch_alignment = 1;
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caps->linear_image_base_address_alignment = 1;
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/* Adressing that many 64bpp texels fits in an i32 so this is a reasonable value */
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caps->max_texel_buffer_elements_uint = LP_MAX_TEXEL_BUFFER_ELEMENTS;
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caps->texture_buffer_offset_alignment = 16;
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caps->texture_transfer_modes = 0;
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caps->max_viewports = PIPE_MAX_VIEWPORTS;
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caps->endianness = PIPE_ENDIAN_NATIVE;
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caps->tes_layer_viewport = true;
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caps->vs_layer_viewport = true;
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caps->max_texture_gather_components = 4;
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caps->vs_window_space_position = true;
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caps->fs_fine_derivative = true;
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caps->tgsi_tex_txf_lz = true;
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caps->sampler_view_target = true;
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caps->fake_sw_msaa = false;
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caps->texture_query_lod = true;
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caps->conditional_render_inverted = true;
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caps->shader_array_components = true;
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caps->doubles = true;
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caps->int64 = true;
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caps->query_so_overflow = true;
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caps->tgsi_div = true;
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caps->vendor_id = 0xFFFFFFFF;
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caps->device_id = 0xFFFFFFFF;
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/* XXX: Do we want to return the full amount fo system memory ? */
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uint64_t system_memory;
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if (os_get_total_physical_memory(&system_memory)) {
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if (sizeof(void *) == 4)
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/* Cap to 2 GB on 32 bits system. We do this because llvmpipe does
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* eat application memory, which is quite limited on 32 bits. App
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* shouldn't expect too much available memory. */
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system_memory = MIN2(system_memory, 2048 << 20);
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caps->video_memory = system_memory >> 20;
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} else {
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caps->video_memory = 0;
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}
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caps->uma = true;
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caps->query_memory_info = true;
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caps->clip_halfz = true;
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caps->polygon_offset_clamp = true;
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caps->texture_float_linear = true;
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caps->texture_half_float_linear = true;
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caps->cull_distance = true;
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caps->copy_between_compressed_and_plain_formats = true;
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caps->max_varyings = 32;
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caps->shader_buffer_offset_alignment = 16;
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caps->query_buffer_object = true;
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caps->draw_parameters = true;
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caps->fbfetch = 8;
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caps->fbfetch_coherent = true;
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caps->fbfetch_zs = true;
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caps->multi_draw_indirect = true;
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caps->multi_draw_indirect_params = true;
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caps->device_reset_status_query = true;
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caps->robust_buffer_access_behavior = true;
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caps->max_shader_patch_varyings = 32;
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caps->rasterizer_subpixel_bits = 8;
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caps->pci_group =
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caps->pci_bus =
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caps->pci_device =
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caps->pci_function = 0;
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caps->allow_mapped_buffers_during_execution = false;
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/* Can't expose shareable shaders because the draw shaders reference the
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* draw module's state, which is per-context.
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*/
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caps->shareable_shaders = false;
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caps->max_gs_invocations = 32;
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caps->max_shader_buffer_size_uint = LP_MAX_TGSI_SHADER_BUFFER_SIZE;
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caps->framebuffer_no_attachment = true;
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caps->tgsi_tg4_component_in_swizzle = true;
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caps->fs_face_is_integer_sysval = true;
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caps->resource_from_user_memory = true;
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caps->image_store_formatted = true;
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caps->image_load_formatted = true;
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#ifdef PIPE_MEMORY_FD
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caps->memobj = true;
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#endif
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caps->sampler_reduction_minmax = true;
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caps->texture_query_samples = true;
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caps->shader_group_vote = true;
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caps->shader_ballot = true;
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caps->image_atomic_float_add = true;
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caps->load_constbuf = true;
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caps->texture_multisample = true;
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caps->sample_shading = true;
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caps->gl_spirv = true;
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caps->post_depth_coverage = true;
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caps->shader_clock = true;
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caps->packed_uniforms = true;
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caps->system_svm = true;
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caps->atomic_float_minmax = LLVM_VERSION_MAJOR >= 15;
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caps->nir_images_as_deref = false;
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caps->alpha_to_coverage_dither_control = true;
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caps->min_line_width =
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caps->min_line_width_aa =
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caps->min_point_size =
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caps->min_point_size_aa = 1.0;
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caps->point_size_granularity =
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caps->line_width_granularity = 0.1;
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caps->max_line_width =
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caps->max_line_width_aa = 255.0; /* arbitrary */
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caps->max_point_size =
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caps->max_point_size_aa = LP_MAX_POINT_WIDTH; /* arbitrary */
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caps->max_texture_anisotropy = 16.0; /* not actually signficant at this time */
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caps->max_texture_lod_bias = 16.0; /* arbitrary */
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}
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static void
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llvmpipe_get_driver_uuid(struct pipe_screen *pscreen, char *uuid)
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{
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@ -1204,6 +1412,8 @@ llvmpipe_create_screen(struct sw_winsys *winsys)
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screen->fd_mem_alloc = os_create_anonymous_file(0, "allocation fd");
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#endif
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llvmpipe_init_screen_caps(&screen->base);
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snprintf(screen->renderer_string, sizeof(screen->renderer_string),
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"llvmpipe (LLVM " MESA_LLVM_VERSION_STRING ", %u bits)",
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lp_build_init_native_width() );
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