[virglrenderer-devel] [PATCH v4 1/7] vrend, caps: move version-less common caps into common functions
Erik Faye-Lund
erik.faye-lund at collabora.com
Wed Aug 1 10:32:22 UTC 2018
On 01. aug. 2018 12:15, Gert Wollny wrote:
> v2: Move some common version 2 caps into new function (Dave pointed
> out there were some in common without checking the caps version)
>
> Signed-off-by: Gert Wollny <gert.wollny at collabora.com>
> Reviewed-by: Gurchetan Singh <gurchetansingh at chromium.org>
> ---
> src/vrend_renderer.c | 62 ++++++++++++++++++--------------------------
> 1 file changed, 25 insertions(+), 37 deletions(-)
>
> diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c
> index 3e9615b..8664b91 100644
> --- a/src/vrend_renderer.c
> +++ b/src/vrend_renderer.c
> @@ -7801,7 +7801,6 @@ static void vrend_renderer_fill_caps_common(union virgl_caps *caps)
> glGetIntegerv(GL_MAX_SAMPLES, &max);
> caps->v1.max_samples = max;
>
> -
> /* All of the formats are common. */
> for (i = 0; i < VIRGL_FORMAT_MAX; i++) {
> uint32_t offset = i / 32;
> @@ -7823,11 +7822,34 @@ static void vrend_renderer_fill_caps_common(union virgl_caps *caps)
> }
> }
>
> +static void vrend_renderer_fill_caps_v2_common(union virgl_caps *caps)
> +{
> + GLint max;
> + GLfloat range[2];
> +
> + glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, range);
> + caps->v2.min_aliased_point_size = range[0];
> + caps->v2.max_aliased_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_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);
> + caps->v2.max_vertex_outputs = max / 4;
> +
> + glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset);
> + glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset);
> +
> + glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.uniform_buffer_offset_alignment);
> +}
> +
> static void vrend_renderer_fill_caps_gles(bool fill_capset2, int gles_ver,
> union virgl_caps *caps)
> {
> GLint max;
> - GLfloat range[2];
>
> caps->v1.max_viewports = 1;
>
> @@ -7866,24 +7888,6 @@ static void vrend_renderer_fill_caps_gles(bool fill_capset2, int gles_ver,
> return;
> }
>
> - glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, range);
> - caps->v2.min_aliased_point_size = range[0];
> - caps->v2.max_aliased_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_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);
> - caps->v2.max_vertex_outputs = max / 4;
> -
> - glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset);
> - glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset);
> -
> - glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.uniform_buffer_offset_alignment);
> -
Shouldn't this get a call to vrend_renderer_fill_caps_v2_common?
Otherwise we end up not filling in these at all in the GLES-case...
With that fixed:
Reviewed-by: Erik Faye-Lund <erik.faye-lund at collabora.com>
> if (gles_ver >= 31)
> glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.shader_buffer_offset_alignment);
>
> @@ -7940,7 +7944,6 @@ void vrend_renderer_fill_caps(uint32_t set, UNUSED uint32_t version,
> union virgl_caps *caps)
> {
> GLint max;
> - GLfloat range[2];
> int gl_ver, gles_ver;
> bool fill_capset2 = false;
>
> @@ -8128,18 +8131,7 @@ void vrend_renderer_fill_caps(uint32_t set, UNUSED uint32_t version,
> if (!fill_capset2)
> return;
>
> - glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, range);
> - caps->v2.min_aliased_point_size = range[0];
> - caps->v2.max_aliased_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_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);
> - caps->v2.max_vertex_outputs = max / 4;
> + vrend_renderer_fill_caps_v2_common(caps);
>
> if (has_feature(feat_geometry_shader)) {
> glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, (GLint*)&caps->v2.max_geom_output_vertices);
> @@ -8156,10 +8148,6 @@ void vrend_renderer_fill_caps(uint32_t set, UNUSED uint32_t version,
> glGetIntegerv(GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET, &caps->v2.min_texture_gather_offset);
> glGetIntegerv(GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET, &caps->v2.max_texture_gather_offset);
> }
> - glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset);
> - glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset);
> -
> - glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.uniform_buffer_offset_alignment);
>
> if (gl_ver >= 43) {
> glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.texture_buffer_offset_alignment);
More information about the virglrenderer-devel
mailing list