[virglrenderer-devel] [PATCH v2 4/8] vrend, caps: Move GL only caps into newly created function

Gert Wollny gert.wollny at collabora.com
Thu Jul 26 08:37:44 UTC 2018


Am Mittwoch, den 25.07.2018, 11:05 -0700 schrieb Gurchetan Singh:
> On Wed, Jul 25, 2018 at 5:50 AM Gert Wollny <gert.wollny at collabora.co
> m> wrote:
> > 
> > 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);
> 
> Don't you mean gl_ver?
Right, I'll send an updated patch shortly, I also noted that at the end
the refactoring series the parameter can actually be removed, so I'll
update that too. 
 
> 
> > +
> > +
> > +   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
> 
> After applying all the patches, we still keep filling caps
> (caps->v1.bset.conditional_render, caps->v1.bset.indep_blend_enable,
> caps->v1.bset.cube_map_array etc.). 
I'm not sure at what you're getting here. These caps are set exactly
once, and there is no getting around this.

> > Shouldn't vrend_renderer_fill_caps_common fill out all of the
> common caps, and then we do the GLSL, GL, and GLES specific caps and
> be done with it?

Do you mean that everything below vrend_renderer_fill_caps_gl (after
the last patch of the series) should go
into vrend_renderer_fill_caps_common?  - or as an alternative, to move
everything that is not GL/ GLES specific into vrend_renderer_fill_caps?

My primary goal of this series was to remove the duplicate code path
between GL and GLES and start cleaning up things a bit, but I'm open to
add more patches to reorder the code and do more cleanups. I simply
stopped at one point and thought it is better to get this out (also for
comments) and the reason that these patches are mostly baby steps is
that I think it is better for bisecting if some problem comes out.
(Dave making the feature refactoring such a long series of small
patches actually made it very easy to identify which change broke what
in GLES). 

Best, 
Gert



More information about the virglrenderer-devel mailing list