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This can be derived from the shader caps. All GPUs from ATI/AMD, NVIDIA, and INTEL have separate texture slots for each shader stage.
733 lines
22 KiB
C
733 lines
22 KiB
C
/**********************************************************
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* Copyright 2008-2009 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************/
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#include "util/u_format.h"
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#include "util/u_memory.h"
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#include "util/u_inlines.h"
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#include "util/u_string.h"
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#include "util/u_math.h"
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#include "svga_winsys.h"
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#include "svga_public.h"
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#include "svga_context.h"
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#include "svga_format.h"
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#include "svga_screen.h"
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#include "svga_resource_texture.h"
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#include "svga_resource.h"
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#include "svga_debug.h"
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#include "svga3d_shaderdefs.h"
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#ifdef DEBUG
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int SVGA_DEBUG = 0;
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static const struct debug_named_value svga_debug_flags[] = {
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{ "dma", DEBUG_DMA, NULL },
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{ "tgsi", DEBUG_TGSI, NULL },
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{ "pipe", DEBUG_PIPE, NULL },
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{ "state", DEBUG_STATE, NULL },
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{ "screen", DEBUG_SCREEN, NULL },
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{ "tex", DEBUG_TEX, NULL },
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{ "swtnl", DEBUG_SWTNL, NULL },
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{ "const", DEBUG_CONSTS, NULL },
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{ "viewport", DEBUG_VIEWPORT, NULL },
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{ "views", DEBUG_VIEWS, NULL },
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{ "perf", DEBUG_PERF, NULL },
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{ "flush", DEBUG_FLUSH, NULL },
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{ "sync", DEBUG_SYNC, NULL },
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{ "cache", DEBUG_CACHE, NULL },
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DEBUG_NAMED_VALUE_END
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};
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#endif
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static const char *
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svga_get_vendor( struct pipe_screen *pscreen )
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{
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return "VMware, Inc.";
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}
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static const char *
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svga_get_name( struct pipe_screen *pscreen )
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{
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const char *build = "", *llvm = "", *mutex = "";
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static char name[100];
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#ifdef DEBUG
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/* Only return internal details in the DEBUG version:
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*/
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build = "build: DEBUG;";
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mutex = "mutex: " PIPE_ATOMIC ";";
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#ifdef HAVE_LLVM
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llvm = "LLVM;";
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#endif
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#else
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build = "build: RELEASE;";
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#endif
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util_snprintf(name, sizeof(name), "SVGA3D; %s %s %s", build, mutex, llvm);
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return name;
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}
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static float
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svga_get_paramf(struct pipe_screen *screen, enum pipe_capf param)
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{
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struct svga_screen *svgascreen = svga_screen(screen);
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struct svga_winsys_screen *sws = svgascreen->sws;
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SVGA3dDevCapResult result;
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switch (param) {
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case PIPE_CAPF_MAX_LINE_WIDTH:
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return svgascreen->maxLineWidth;
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case PIPE_CAPF_MAX_LINE_WIDTH_AA:
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return svgascreen->maxLineWidthAA;
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case PIPE_CAPF_MAX_POINT_WIDTH:
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/* fall-through */
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case PIPE_CAPF_MAX_POINT_WIDTH_AA:
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return svgascreen->maxPointSize;
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case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY:
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if(!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY, &result))
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return 4.0f;
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return (float) result.u;
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case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
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return 15.0;
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case PIPE_CAPF_GUARD_BAND_LEFT:
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case PIPE_CAPF_GUARD_BAND_TOP:
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case PIPE_CAPF_GUARD_BAND_RIGHT:
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case PIPE_CAPF_GUARD_BAND_BOTTOM:
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return 0.0;
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}
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debug_printf("Unexpected PIPE_CAPF_ query %u\n", param);
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return 0;
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}
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static int
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svga_get_param(struct pipe_screen *screen, enum pipe_cap param)
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{
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struct svga_screen *svgascreen = svga_screen(screen);
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struct svga_winsys_screen *sws = svgascreen->sws;
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SVGA3dDevCapResult result;
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switch (param) {
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case PIPE_CAP_NPOT_TEXTURES:
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case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
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return 1;
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case PIPE_CAP_TWO_SIDED_STENCIL:
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return 1;
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case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
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return 0;
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case PIPE_CAP_ANISOTROPIC_FILTER:
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return 1;
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case PIPE_CAP_POINT_SPRITE:
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return 1;
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case PIPE_CAP_TGSI_TEXCOORD:
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return 0;
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case PIPE_CAP_MAX_RENDER_TARGETS:
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return svgascreen->max_color_buffers;
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case PIPE_CAP_OCCLUSION_QUERY:
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return 1;
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case PIPE_CAP_QUERY_TIME_ELAPSED:
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return 0;
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case PIPE_CAP_TEXTURE_SHADOW_MAP:
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return 1;
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case PIPE_CAP_TEXTURE_SWIZZLE:
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return 1;
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case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK:
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return 0;
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case PIPE_CAP_USER_VERTEX_BUFFERS:
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case PIPE_CAP_USER_INDEX_BUFFERS:
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return 0;
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case PIPE_CAP_USER_CONSTANT_BUFFERS:
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return 1;
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case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
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return 16;
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case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
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{
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unsigned levels = SVGA_MAX_TEXTURE_LEVELS;
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if (sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH, &result))
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levels = MIN2(util_logbase2(result.u) + 1, levels);
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else
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levels = 12 /* 2048x2048 */;
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if (sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT, &result))
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levels = MIN2(util_logbase2(result.u) + 1, levels);
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else
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levels = 12 /* 2048x2048 */;
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return levels;
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}
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case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
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if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VOLUME_EXTENT, &result))
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return 8; /* max 128x128x128 */
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return MIN2(util_logbase2(result.u) + 1, SVGA_MAX_TEXTURE_LEVELS);
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case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
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/*
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* No mechanism to query the host, and at least limited to 2048x2048 on
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* certain hardware.
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*/
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return MIN2(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
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12 /* 2048x2048 */);
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case PIPE_CAP_BLEND_EQUATION_SEPARATE: /* req. for GL 1.5 */
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return 1;
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case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
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return 1;
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case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
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return 0;
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case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
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return 0;
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case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
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return 1;
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case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
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return 1; /* The color outputs of vertex shaders are not clamped */
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case PIPE_CAP_VERTEX_COLOR_CLAMPED:
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return 0; /* The driver can't clamp vertex colors */
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case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
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return 0; /* The driver can't clamp fragment colors */
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case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
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return 1; /* expected for GL_ARB_framebuffer_object */
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case PIPE_CAP_GLSL_FEATURE_LEVEL:
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return 120;
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case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
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return 0;
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case PIPE_CAP_SM3:
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return 1;
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/* Unsupported features */
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case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
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case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
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case PIPE_CAP_SHADER_STENCIL_EXPORT:
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case PIPE_CAP_DEPTH_CLIP_DISABLE:
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case PIPE_CAP_SEAMLESS_CUBE_MAP:
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case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
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case PIPE_CAP_INDEP_BLEND_ENABLE:
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case PIPE_CAP_INDEP_BLEND_FUNC:
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case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
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case PIPE_CAP_PRIMITIVE_RESTART:
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case PIPE_CAP_TGSI_INSTANCEID:
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case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
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case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
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case PIPE_CAP_MIN_TEXEL_OFFSET:
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case PIPE_CAP_MAX_TEXEL_OFFSET:
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case PIPE_CAP_CONDITIONAL_RENDER:
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case PIPE_CAP_TEXTURE_BARRIER:
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case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
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case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
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case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
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case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
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case PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY:
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case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
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case PIPE_CAP_COMPUTE:
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case PIPE_CAP_START_INSTANCE:
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case PIPE_CAP_QUERY_TIMESTAMP:
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case PIPE_CAP_TEXTURE_MULTISAMPLE:
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case PIPE_CAP_CUBE_MAP_ARRAY:
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case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
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case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
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case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
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case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
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case PIPE_CAP_TGSI_VS_LAYER:
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return 0;
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case PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT:
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return 64;
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case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
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return 1;
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case PIPE_CAP_MAX_VIEWPORTS:
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return 1;
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case PIPE_CAP_ENDIANNESS:
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return PIPE_ENDIAN_LITTLE;
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}
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debug_printf("Unexpected PIPE_CAP_ query %u\n", param);
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return 0;
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}
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static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, enum pipe_shader_cap param)
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{
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struct svga_screen *svgascreen = svga_screen(screen);
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struct svga_winsys_screen *sws = svgascreen->sws;
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SVGA3dDevCapResult result;
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switch (shader)
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{
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case PIPE_SHADER_FRAGMENT:
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switch (param)
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{
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case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
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case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
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case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
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case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
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return 512;
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case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
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return SVGA3D_MAX_NESTING_LEVEL;
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case PIPE_SHADER_CAP_MAX_INPUTS:
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return 10;
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case PIPE_SHADER_CAP_MAX_CONSTS:
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return 224;
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case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
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return 1;
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case PIPE_SHADER_CAP_MAX_TEMPS:
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if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, &result))
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return 32;
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return MIN2(result.u, SVGA3D_TEMPREG_MAX);
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case PIPE_SHADER_CAP_MAX_ADDRS:
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case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
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/*
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* Although PS 3.0 has some addressing abilities it can only represent
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* loops that can be statically determined and unrolled. Given we can
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* only handle a subset of the cases that the state tracker already
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* does it is better to defer loop unrolling to the state tracker.
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*/
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return 0;
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case PIPE_SHADER_CAP_MAX_PREDS:
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return 1;
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case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
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return 0;
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case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
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return 0;
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case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
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case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
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case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
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return 0;
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case PIPE_SHADER_CAP_SUBROUTINES:
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return 0;
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case PIPE_SHADER_CAP_INTEGERS:
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return 0;
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case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
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case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
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return 16;
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default:
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debug_printf("Unexpected fragment shader query %u\n", param);
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return 0;
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}
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break;
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case PIPE_SHADER_VERTEX:
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switch (param)
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{
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case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
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case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
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if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, &result))
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return 512;
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return result.u;
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case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
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case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
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/* XXX: until we have vertex texture support */
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return 0;
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case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
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return SVGA3D_MAX_NESTING_LEVEL;
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case PIPE_SHADER_CAP_MAX_INPUTS:
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return 16;
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case PIPE_SHADER_CAP_MAX_CONSTS:
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return 256;
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case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
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return 1;
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case PIPE_SHADER_CAP_MAX_TEMPS:
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if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, &result))
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return 32;
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return MIN2(result.u, SVGA3D_TEMPREG_MAX);
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case PIPE_SHADER_CAP_MAX_ADDRS:
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return 1;
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case PIPE_SHADER_CAP_MAX_PREDS:
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return 1;
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case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
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return 0;
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case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
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return 0;
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case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
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case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
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return 1;
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case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
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return 0;
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case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
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return 1;
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case PIPE_SHADER_CAP_SUBROUTINES:
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return 0;
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case PIPE_SHADER_CAP_INTEGERS:
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return 0;
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case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
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case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
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return 0;
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default:
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debug_printf("Unexpected vertex shader query %u\n", param);
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return 0;
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}
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break;
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case PIPE_SHADER_GEOMETRY:
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case PIPE_SHADER_COMPUTE:
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/* no support for geometry or compute shaders at this time */
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return 0;
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default:
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debug_printf("Unexpected shader type (%u) query\n", shader);
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return 0;
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}
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return 0;
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}
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/**
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* Implemnt pipe_screen::is_format_supported().
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* \param bindings bitmask of PIPE_BIND_x flags
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*/
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static boolean
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svga_is_format_supported( struct pipe_screen *screen,
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enum pipe_format format,
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enum pipe_texture_target target,
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unsigned sample_count,
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unsigned bindings)
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{
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struct svga_screen *ss = svga_screen(screen);
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SVGA3dSurfaceFormat svga_format;
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SVGA3dSurfaceFormatCaps caps;
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SVGA3dSurfaceFormatCaps mask;
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assert(bindings);
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if (sample_count > 1) {
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return FALSE;
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}
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svga_format = svga_translate_format(ss, format, bindings);
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if (svga_format == SVGA3D_FORMAT_INVALID) {
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return FALSE;
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}
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/*
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* Override host capabilities, so that we end up with the same
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* visuals for all virtual hardware implementations.
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*/
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if (bindings & PIPE_BIND_DISPLAY_TARGET) {
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switch (svga_format) {
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case SVGA3D_A8R8G8B8:
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case SVGA3D_X8R8G8B8:
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case SVGA3D_R5G6B5:
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break;
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/* Often unsupported/problematic. This means we end up with the same
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* visuals for all virtual hardware implementations.
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*/
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case SVGA3D_A4R4G4B4:
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case SVGA3D_A1R5G5B5:
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return FALSE;
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default:
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return FALSE;
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}
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}
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/*
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* Query the host capabilities.
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*/
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svga_get_format_cap(ss, svga_format, &caps);
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mask.value = 0;
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if (bindings & PIPE_BIND_RENDER_TARGET) {
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mask.offscreenRenderTarget = 1;
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}
|
|
if (bindings & PIPE_BIND_DEPTH_STENCIL) {
|
|
mask.zStencil = 1;
|
|
}
|
|
if (bindings & PIPE_BIND_SAMPLER_VIEW) {
|
|
mask.texture = 1;
|
|
}
|
|
|
|
if (target == PIPE_TEXTURE_CUBE) {
|
|
mask.cubeTexture = 1;
|
|
}
|
|
if (target == PIPE_TEXTURE_3D) {
|
|
mask.volumeTexture = 1;
|
|
}
|
|
|
|
return (caps.value & mask.value) == mask.value;
|
|
}
|
|
|
|
|
|
static void
|
|
svga_fence_reference(struct pipe_screen *screen,
|
|
struct pipe_fence_handle **ptr,
|
|
struct pipe_fence_handle *fence)
|
|
{
|
|
struct svga_winsys_screen *sws = svga_screen(screen)->sws;
|
|
sws->fence_reference(sws, ptr, fence);
|
|
}
|
|
|
|
|
|
static boolean
|
|
svga_fence_signalled(struct pipe_screen *screen,
|
|
struct pipe_fence_handle *fence)
|
|
{
|
|
struct svga_winsys_screen *sws = svga_screen(screen)->sws;
|
|
return sws->fence_signalled(sws, fence, 0) == 0;
|
|
}
|
|
|
|
|
|
static boolean
|
|
svga_fence_finish(struct pipe_screen *screen,
|
|
struct pipe_fence_handle *fence,
|
|
uint64_t timeout)
|
|
{
|
|
struct svga_winsys_screen *sws = svga_screen(screen)->sws;
|
|
|
|
SVGA_DBG(DEBUG_DMA|DEBUG_PERF, "%s fence_ptr %p\n",
|
|
__FUNCTION__, fence);
|
|
|
|
return sws->fence_finish(sws, fence, 0) == 0;
|
|
}
|
|
|
|
|
|
static int
|
|
svga_get_driver_query_info(struct pipe_screen *screen,
|
|
unsigned index,
|
|
struct pipe_driver_query_info *info)
|
|
{
|
|
static const struct pipe_driver_query_info queries[] = {
|
|
{"draw-calls", SVGA_QUERY_DRAW_CALLS, 0, FALSE},
|
|
{"fallbacks", SVGA_QUERY_FALLBACKS, 0, FALSE},
|
|
{"memory-used", SVGA_QUERY_MEMORY_USED, 0, TRUE}
|
|
};
|
|
|
|
if (!info)
|
|
return Elements(queries);
|
|
|
|
if (index >= Elements(queries))
|
|
return 0;
|
|
|
|
*info = queries[index];
|
|
return 1;
|
|
}
|
|
|
|
|
|
static void
|
|
svga_destroy_screen( struct pipe_screen *screen )
|
|
{
|
|
struct svga_screen *svgascreen = svga_screen(screen);
|
|
|
|
svga_screen_cache_cleanup(svgascreen);
|
|
|
|
pipe_mutex_destroy(svgascreen->swc_mutex);
|
|
pipe_mutex_destroy(svgascreen->tex_mutex);
|
|
|
|
svgascreen->sws->destroy(svgascreen->sws);
|
|
|
|
FREE(svgascreen);
|
|
}
|
|
|
|
|
|
/**
|
|
* Create a new svga_screen object
|
|
*/
|
|
struct pipe_screen *
|
|
svga_screen_create(struct svga_winsys_screen *sws)
|
|
{
|
|
struct svga_screen *svgascreen;
|
|
struct pipe_screen *screen;
|
|
SVGA3dDevCapResult result;
|
|
boolean use_vs30, use_ps30;
|
|
|
|
#ifdef DEBUG
|
|
SVGA_DEBUG = debug_get_flags_option("SVGA_DEBUG", svga_debug_flags, 0 );
|
|
#endif
|
|
|
|
svgascreen = CALLOC_STRUCT(svga_screen);
|
|
if (!svgascreen)
|
|
goto error1;
|
|
|
|
svgascreen->debug.force_level_surface_view =
|
|
debug_get_bool_option("SVGA_FORCE_LEVEL_SURFACE_VIEW", FALSE);
|
|
svgascreen->debug.force_surface_view =
|
|
debug_get_bool_option("SVGA_FORCE_SURFACE_VIEW", FALSE);
|
|
svgascreen->debug.force_sampler_view =
|
|
debug_get_bool_option("SVGA_FORCE_SAMPLER_VIEW", FALSE);
|
|
svgascreen->debug.no_surface_view =
|
|
debug_get_bool_option("SVGA_NO_SURFACE_VIEW", FALSE);
|
|
svgascreen->debug.no_sampler_view =
|
|
debug_get_bool_option("SVGA_NO_SAMPLER_VIEW", FALSE);
|
|
|
|
screen = &svgascreen->screen;
|
|
|
|
screen->destroy = svga_destroy_screen;
|
|
screen->get_name = svga_get_name;
|
|
screen->get_vendor = svga_get_vendor;
|
|
screen->get_param = svga_get_param;
|
|
screen->get_shader_param = svga_get_shader_param;
|
|
screen->get_paramf = svga_get_paramf;
|
|
screen->is_format_supported = svga_is_format_supported;
|
|
screen->context_create = svga_context_create;
|
|
screen->fence_reference = svga_fence_reference;
|
|
screen->fence_signalled = svga_fence_signalled;
|
|
screen->fence_finish = svga_fence_finish;
|
|
screen->get_driver_query_info = svga_get_driver_query_info;
|
|
svgascreen->sws = sws;
|
|
|
|
svga_init_screen_resource_functions(svgascreen);
|
|
|
|
if (sws->get_hw_version) {
|
|
svgascreen->hw_version = sws->get_hw_version(sws);
|
|
} else {
|
|
svgascreen->hw_version = SVGA3D_HWVERSION_WS65_B1;
|
|
}
|
|
|
|
use_ps30 =
|
|
sws->get_cap(sws, SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION, &result) &&
|
|
result.u >= SVGA3DPSVERSION_30 ? TRUE : FALSE;
|
|
|
|
use_vs30 =
|
|
sws->get_cap(sws, SVGA3D_DEVCAP_VERTEX_SHADER_VERSION, &result) &&
|
|
result.u >= SVGA3DVSVERSION_30 ? TRUE : FALSE;
|
|
|
|
/* we require Shader model 3.0 or later */
|
|
if (!use_ps30 || !use_vs30)
|
|
goto error2;
|
|
|
|
/*
|
|
* The D16, D24X8, and D24S8 formats always do an implicit shadow compare
|
|
* when sampled from, where as the DF16, DF24, and D24S8_INT do not. So
|
|
* we prefer the later when available.
|
|
*
|
|
* This mimics hardware vendors extensions for D3D depth sampling. See also
|
|
* http://aras-p.info/texts/D3D9GPUHacks.html
|
|
*/
|
|
|
|
{
|
|
boolean has_df16, has_df24, has_d24s8_int;
|
|
SVGA3dSurfaceFormatCaps caps;
|
|
SVGA3dSurfaceFormatCaps mask;
|
|
mask.value = 0;
|
|
mask.zStencil = 1;
|
|
mask.texture = 1;
|
|
|
|
svgascreen->depth.z16 = SVGA3D_Z_D16;
|
|
svgascreen->depth.x8z24 = SVGA3D_Z_D24X8;
|
|
svgascreen->depth.s8z24 = SVGA3D_Z_D24S8;
|
|
|
|
svga_get_format_cap(svgascreen, SVGA3D_Z_DF16, &caps);
|
|
has_df16 = (caps.value & mask.value) == mask.value;
|
|
|
|
svga_get_format_cap(svgascreen, SVGA3D_Z_DF24, &caps);
|
|
has_df24 = (caps.value & mask.value) == mask.value;
|
|
|
|
svga_get_format_cap(svgascreen, SVGA3D_Z_D24S8_INT, &caps);
|
|
has_d24s8_int = (caps.value & mask.value) == mask.value;
|
|
|
|
/* XXX: We might want some other logic here.
|
|
* Like if we only have d24s8_int we should
|
|
* emulate the other formats with that.
|
|
*/
|
|
if (has_df16) {
|
|
svgascreen->depth.z16 = SVGA3D_Z_DF16;
|
|
}
|
|
if (has_df24) {
|
|
svgascreen->depth.x8z24 = SVGA3D_Z_DF24;
|
|
}
|
|
if (has_d24s8_int) {
|
|
svgascreen->depth.s8z24 = SVGA3D_Z_D24S8_INT;
|
|
}
|
|
}
|
|
|
|
/* Query device caps
|
|
*/
|
|
if (!sws->get_cap(sws, SVGA3D_DEVCAP_LINE_STIPPLE, &result))
|
|
svgascreen->haveLineStipple = FALSE;
|
|
else
|
|
svgascreen->haveLineStipple = result.u;
|
|
|
|
if (!sws->get_cap(sws, SVGA3D_DEVCAP_LINE_AA, &result))
|
|
svgascreen->haveLineSmooth = FALSE;
|
|
else
|
|
svgascreen->haveLineSmooth = result.u;
|
|
|
|
if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_LINE_WIDTH, &result))
|
|
svgascreen->maxLineWidth = 1.0F;
|
|
else
|
|
svgascreen->maxLineWidth = result.f;
|
|
|
|
if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH, &result))
|
|
svgascreen->maxLineWidthAA = 1.0F;
|
|
else
|
|
svgascreen->maxLineWidthAA = result.f;
|
|
|
|
if (0)
|
|
debug_printf("svga: haveLineStip %u "
|
|
"haveLineSmooth %u maxLineWidth %f\n",
|
|
svgascreen->haveLineStipple, svgascreen->haveLineSmooth,
|
|
svgascreen->maxLineWidth);
|
|
|
|
if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_POINT_SIZE, &result)) {
|
|
svgascreen->maxPointSize = 1.0F;
|
|
} else {
|
|
/* Keep this to a reasonable size to avoid failures in
|
|
* conform/pntaa.c:
|
|
*/
|
|
svgascreen->maxPointSize = MIN2(result.f, 80.0f);
|
|
}
|
|
|
|
/* The SVGA3D device always supports 4 targets at this time, regardless
|
|
* of what querying SVGA3D_DEVCAP_MAX_RENDER_TARGETS might return.
|
|
*/
|
|
svgascreen->max_color_buffers = 4;
|
|
|
|
pipe_mutex_init(svgascreen->tex_mutex);
|
|
pipe_mutex_init(svgascreen->swc_mutex);
|
|
|
|
svga_screen_cache_init(svgascreen);
|
|
|
|
return screen;
|
|
error2:
|
|
FREE(svgascreen);
|
|
error1:
|
|
return NULL;
|
|
}
|
|
|
|
struct svga_winsys_screen *
|
|
svga_winsys_screen(struct pipe_screen *screen)
|
|
{
|
|
return svga_screen(screen)->sws;
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
struct svga_screen *
|
|
svga_screen(struct pipe_screen *screen)
|
|
{
|
|
assert(screen);
|
|
assert(screen->destroy == svga_destroy_screen);
|
|
return (struct svga_screen *)screen;
|
|
}
|
|
#endif
|