zink: export tess shader pipe caps

Reviewed-by: Erik Faye-Lund <kusmabite@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8152>
This commit is contained in:
Mike Blumenkrantz 2020-12-17 21:29:26 -05:00 committed by Marge Bot
parent 6324699e67
commit f815b87e18

View file

@ -102,6 +102,7 @@ zink_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TGSI_TEXCOORD:
case PIPE_CAP_DRAW_INDIRECT:
case PIPE_CAP_TEXTURE_QUERY_LOD:
case PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS:
return 1;
case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
@ -391,6 +392,11 @@ zink_get_shader_param(struct pipe_screen *pscreen,
case PIPE_SHADER_FRAGMENT:
case PIPE_SHADER_VERTEX:
return INT_MAX;
case PIPE_SHADER_TESS_CTRL:
case PIPE_SHADER_TESS_EVAL:
if (screen->info.feats.features.tessellationShader)
return INT_MAX;
break;
case PIPE_SHADER_GEOMETRY:
if (screen->info.feats.features.geometryShader)
@ -415,6 +421,12 @@ zink_get_shader_param(struct pipe_screen *pscreen,
case PIPE_SHADER_VERTEX:
return MIN2(screen->info.props.limits.maxVertexInputAttributes,
PIPE_MAX_SHADER_INPUTS);
case PIPE_SHADER_TESS_CTRL:
return MIN2(screen->info.props.limits.maxTessellationControlPerVertexInputComponents / 4,
PIPE_MAX_SHADER_INPUTS);
case PIPE_SHADER_TESS_EVAL:
return MIN2(screen->info.props.limits.maxTessellationEvaluationInputComponents / 4,
PIPE_MAX_SHADER_INPUTS);
case PIPE_SHADER_GEOMETRY:
return MIN2(screen->info.props.limits.maxGeometryInputComponents,
PIPE_MAX_SHADER_INPUTS);
@ -430,6 +442,12 @@ zink_get_shader_param(struct pipe_screen *pscreen,
case PIPE_SHADER_VERTEX:
return MIN2(screen->info.props.limits.maxVertexOutputComponents / 4,
PIPE_MAX_SHADER_OUTPUTS);
case PIPE_SHADER_TESS_CTRL:
return MIN2(screen->info.props.limits.maxTessellationControlPerVertexOutputComponents / 4,
PIPE_MAX_SHADER_OUTPUTS);
case PIPE_SHADER_TESS_EVAL:
return MIN2(screen->info.props.limits.maxTessellationEvaluationOutputComponents / 4,
PIPE_MAX_SHADER_OUTPUTS);
case PIPE_SHADER_GEOMETRY:
return MIN2(screen->info.props.limits.maxGeometryOutputComponents / 4,
PIPE_MAX_SHADER_OUTPUTS);
@ -445,6 +463,8 @@ zink_get_shader_param(struct pipe_screen *pscreen,
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_FRAGMENT:
case PIPE_SHADER_GEOMETRY:
case PIPE_SHADER_TESS_CTRL:
case PIPE_SHADER_TESS_EVAL:
/* this might be a bit simplistic... */
return MIN2(screen->info.props.limits.maxPerStageDescriptorSamplers,
PIPE_MAX_SAMPLERS);