[virglrenderer-devel] [PATCH v2 4/8] vrend, caps: Move GL only caps into newly created function
Gert Wollny
gert.wollny at collabora.com
Wed Jul 25 12:49:34 UTC 2018
Signed-off-by: Gert Wollny <gert.wollny at collabora.com>
---
src/vrend_renderer.c | 138 +++++++++++++++++++++++++--------------------------
1 file changed, 69 insertions(+), 69 deletions(-)
diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c
index 8ea0f84..0c0280c 100644
--- a/src/vrend_renderer.c
+++ b/src/vrend_renderer.c
@@ -7392,59 +7392,23 @@ 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) {
- 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 an initial level here, will be updated later */
+ 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;
@@ -7467,16 +7431,6 @@ 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)) {
@@ -7492,6 +7446,12 @@ 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;
@@ -7551,6 +7511,44 @@ 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)
{
@@ -7590,6 +7588,24 @@ 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, gles_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) ||
@@ -7599,14 +7615,6 @@ 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;
@@ -7738,18 +7746,10 @@ 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);
--
2.16.4
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