vrend, caps: Move GL only caps into newly created function

v3: Correct gl_ver parameter for vrend_renderer_fill_caps_gl (Gurchetan)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
[airlied: remove some extra whitespace]
Signed-off-by: Dave Airlie <airlied@redhat.com>
macos/master
Gert Wollny 6 years ago committed by Dave Airlie
parent f4ac4c6934
commit 9c420d224d
  1. 133
      src/vrend_renderer.c

@ -7394,59 +7394,23 @@ static void vrender_get_glsl_version(int *glsl_version)
*/
static void vrend_renderer_fill_caps_common(union virgl_caps *caps)
{
int i, gl_ver;
int i;
GLint max;
gl_ver = epoxy_gl_version();
/*
* We can't fully support this feature on GLES,
* but it is needed for OpenGL 2.1 so lie.
*/
caps->v1.bset.occlusion_query = 1;
/* Some checks looks at v1.glsl_level so set it here. */
if (vrend_state.use_gles) {
if (gl_ver >= 30) {
/* Set an initial level here, will be updated later */
caps->v1.glsl_level = 130;
} else {
caps->v1.glsl_level = 120;
}
} else if (vrend_state.use_core_profile) {
if (gl_ver == 31)
caps->v1.glsl_level = 140;
else if (gl_ver == 32)
caps->v1.glsl_level = 150;
else if (gl_ver == 33)
caps->v1.glsl_level = 330;
else if (gl_ver == 40)
caps->v1.glsl_level = 400;
else if (gl_ver >= 41)
caps->v1.glsl_level = 410;
} else {
caps->v1.glsl_level = 130;
}
/* Set supported prims here as we now know what shaders we support. */
caps->v1.prim_mask = (1 << PIPE_PRIM_POINTS) | (1 << PIPE_PRIM_LINES) | (1 << PIPE_PRIM_LINE_STRIP) | (1 << PIPE_PRIM_LINE_LOOP) | (1 << PIPE_PRIM_TRIANGLES) | (1 << PIPE_PRIM_TRIANGLE_STRIP) | (1 << PIPE_PRIM_TRIANGLE_FAN);
if (vrend_state.use_gles == false &&
vrend_state.use_core_profile == false) {
caps->v1.prim_mask |= (1 << PIPE_PRIM_QUADS) | (1 << PIPE_PRIM_QUAD_STRIP) | (1 << PIPE_PRIM_POLYGON);
}
if (!vrend_state.use_gles && caps->v1.glsl_level >= 150) {
caps->v1.prim_mask |= (1 << PIPE_PRIM_LINES_ADJACENCY) |
(1 << PIPE_PRIM_LINE_STRIP_ADJACENCY) |
(1 << PIPE_PRIM_TRIANGLES_ADJACENCY) |
(1 << PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
}
if (!vrend_state.use_gles && caps->v1.glsl_level >= 400)
caps->v1.prim_mask |= (1 << PIPE_PRIM_PATCHES);
caps->v1.prim_mask = (1 << PIPE_PRIM_POINTS) | (1 << PIPE_PRIM_LINES) |
(1 << PIPE_PRIM_LINE_STRIP) | (1 << PIPE_PRIM_LINE_LOOP) |
(1 << PIPE_PRIM_TRIANGLES) | (1 << PIPE_PRIM_TRIANGLE_STRIP) |
(1 << PIPE_PRIM_TRIANGLE_FAN);
/* Common limits for all backends. */
caps->v1.max_render_targets = vrend_state.max_draw_buffers;
@ -7469,16 +7433,6 @@ static void vrend_renderer_fill_caps_common(union virgl_caps *caps)
}
}
if (!vrend_state.use_gles &&
epoxy_has_gl_extension("GL_ARB_vertex_type_10f_11f_11f_rev")) {
int val = VIRGL_FORMAT_R11G11B10_FLOAT;
uint32_t offset = val / 32;
uint32_t index = val % 32;
caps->v1.vertexbuffer.bitmask[offset] |= (1 << index);
}
/* These are filled in by the init code, so are common. */
if (has_feature(feat_nv_prim_restart) ||
has_feature(feat_gl_prim_restart)) {
@ -7494,6 +7448,12 @@ static void vrend_renderer_fill_caps_gles(bool fill_capset2, int gles_ver,
caps->v1.max_viewports = 1;
if (gles_ver >= 30) {
caps->v1.glsl_level = 130;
} else {
caps->v1.glsl_level = 120;
}
if (gles_ver >= 30) {
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &max);
caps->v1.max_texture_array_layers = max;
@ -7553,6 +7513,42 @@ static void vrend_renderer_fill_caps_gles(bool fill_capset2, int gles_ver,
caps->v2.capability_bits |= VIRGL_CAP_COPY_IMAGE;
}
static void vrend_renderer_fill_caps_gl(bool fill_capset2, int gl_ver,
union virgl_caps *caps)
{
GLfloat range[2];
if (gl_ver == 31)
caps->v1.glsl_level = 140;
else if (gl_ver == 32)
caps->v1.glsl_level = 150;
else if (gl_ver == 33)
caps->v1.glsl_level = 330;
else if (gl_ver == 40)
caps->v1.glsl_level = 400;
else if (gl_ver >= 41)
caps->v1.glsl_level = 410;
if (!vrend_state.use_core_profile) {
caps->v1.bset.poly_stipple = 1;
caps->v1.bset.color_clamping = 1;
caps->v1.prim_mask |= (1 << PIPE_PRIM_QUADS) |
(1 << PIPE_PRIM_QUAD_STRIP) |
(1 << PIPE_PRIM_POLYGON);
}
if (!fill_capset2)
return;
glGetFloatv(GL_SMOOTH_POINT_SIZE_RANGE, range);
caps->v2.min_smooth_point_size = range[0];
caps->v2.max_smooth_point_size = range[1];
glGetFloatv(GL_SMOOTH_LINE_WIDTH_RANGE, range);
caps->v2.min_smooth_line_width = range[0];
caps->v2.max_smooth_line_width = range[1];
}
void vrend_renderer_fill_caps(uint32_t set, UNUSED uint32_t version,
union virgl_caps *caps)
{
@ -7592,6 +7588,23 @@ void vrend_renderer_fill_caps(uint32_t set, UNUSED uint32_t version,
if (vrend_state.use_gles) {
vrend_renderer_fill_caps_gles(fill_capset2, gles_ver, caps);
return;
} else
vrend_renderer_fill_caps_gl(fill_capset2, gl_ver, caps);
if (caps->v1.glsl_level >= 150) {
caps->v1.prim_mask |= (1 << PIPE_PRIM_LINES_ADJACENCY) |
(1 << PIPE_PRIM_LINE_STRIP_ADJACENCY) |
(1 << PIPE_PRIM_TRIANGLES_ADJACENCY) |
(1 << PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
}
if (caps->v1.glsl_level >= 400)
caps->v1.prim_mask |= (1 << PIPE_PRIM_PATCHES);
if (epoxy_has_gl_extension("GL_ARB_vertex_type_10f_11f_11f_rev")) {
int val = VIRGL_FORMAT_R11G11B10_FLOAT;
uint32_t offset = val / 32;
uint32_t index = val % 32;
caps->v1.vertexbuffer.bitmask[offset] |= (1 << index);
}
if (has_feature(feat_nv_conditional_render) ||
@ -7601,14 +7614,6 @@ void vrend_renderer_fill_caps(uint32_t set, UNUSED uint32_t version,
if (has_feature(feat_indep_blend))
caps->v1.bset.indep_blend_enable = 1;
if (vrend_state.use_core_profile) {
caps->v1.bset.poly_stipple = 0;
caps->v1.bset.color_clamping = 0;
} else {
caps->v1.bset.poly_stipple = 1;
caps->v1.bset.color_clamping = 1;
}
if (has_feature(feat_draw_instance))
caps->v1.bset.instanceid = 1;
@ -7740,18 +7745,10 @@ void vrend_renderer_fill_caps(uint32_t set, UNUSED uint32_t version,
caps->v2.min_aliased_point_size = range[0];
caps->v2.max_aliased_point_size = range[1];
glGetFloatv(GL_SMOOTH_POINT_SIZE_RANGE, range);
caps->v2.min_smooth_point_size = range[0];
caps->v2.max_smooth_point_size = range[1];
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, range);
caps->v2.min_aliased_line_width = range[0];
caps->v2.max_aliased_line_width = range[1];
glGetFloatv(GL_SMOOTH_LINE_WIDTH_RANGE, range);
caps->v2.min_smooth_line_width = range[0];
caps->v2.max_smooth_line_width = range[1];
glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->v2.max_texture_lod_bias);
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint*)&caps->v2.max_vertex_attribs);
glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &max);

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