[virglrenderer-devel] [PATCH 5/5] vrend: Rework caps for running on GLES hosts v2
Dave Airlie
airlied at gmail.com
Tue Mar 20 03:23:05 UTC 2018
On 16 March 2018 at 05:50, Jakob Bornecrantz <jakob at collabora.com> wrote:
> v2: Update base on comments from ML.
Okay this looks a lot better,
one remaining question, don't you need to fill out v2 caps?
Dave.
>
> Signed-off-by: Jakob Bornecrantz <jakob at collabora.com>
> ---
> src/vrend_renderer.c | 246 ++++++++++++++++++++++++++++++++++++---------------
> 1 file changed, 176 insertions(+), 70 deletions(-)
>
> diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c
> index 68bc932..129de7c 100644
> --- a/src/vrend_renderer.c
> +++ b/src/vrend_renderer.c
> @@ -6429,32 +6429,183 @@ static void vrender_get_glsl_version(int *glsl_version)
> *glsl_version = version;
> }
>
> -void vrend_renderer_fill_caps(uint32_t set, uint32_t version,
> - union virgl_caps *caps)
> +/*
> + * Does all of the common caps setting,
> + * if it dedects a early out returns true.
> + */
> +bool vrend_renderer_fill_caps_common(uint32_t set, uint32_t version,
> + union virgl_caps *caps)
> {
> - int i;
> + int i, gl_ver;
> GLint max;
> - GLfloat range[2];
> - int gl_ver = epoxy_gl_version();
> - bool fill_capset2 = false;
> - if (!caps)
> - return;
> +
> + if (!caps) {
> + return true;
> + }
>
> if (set > 2) {
> caps->max_version = 0;
> - return;
> + return true;
> }
>
> if (set == 1) {
> memset(caps, 0, sizeof(struct virgl_caps_v1));
> caps->max_version = 1;
> } else if (set == 2) {
> - fill_capset2 = true;
> memset(caps, 0, sizeof(*caps));
> caps->max_version = 2;
> }
>
> + 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) {
> + 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 {
> + 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);
> + }
> +
> +
> + /* Common limits for all backends. */
> + glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max);
> + caps->v1.max_render_targets = max;
> +
> + 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;
> + uint32_t index = i % 32;
> +
> + if (tex_conv_table[i].internalformat != 0) {
> + if (vrend_format_can_sample(i)) {
> + caps->v1.sampler.bitmask[offset] |= (1 << index);
> + if (vrend_format_can_render(i))
> + caps->v1.render.bitmask[offset] |= (1 << index);
> + }
> + }
> + }
> +
> + 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 (vrend_state.have_nv_prim_restart ||
> + vrend_state.have_gl_prim_restart) {
> + caps->v1.bset.primitive_restart = 1;
> + }
> +
> + return false;
> +}
> +
> +void vrend_renderer_fill_caps_gles(uint32_t set, uint32_t version,
> + union virgl_caps *caps)
> +{
> + caps->v1.bset.indep_blend_enable = 0;
> + caps->v1.bset.conditional_render = 0;
> +
> + caps->v1.bset.poly_stipple = 0;
> + caps->v1.bset.color_clamping = 0;
> +
> + caps->v1.bset.instanceid = 0;
> +
> + caps->v1.bset.primitive_restart = 0;
> +
> + caps->v1.bset.fragment_coord_conventions = 0;
> + caps->v1.bset.depth_clip_disable = 0;
> + caps->v1.bset.seamless_cube_map = 0;
> +
> + caps->v1.bset.seamless_cube_map_per_texture = 0;
> +
> + caps->v1.bset.texture_multisample = 0;
> +
> + caps->v1.bset.mirror_clamp = 0;
> + caps->v1.bset.indep_blend_func = 0;
> + caps->v1.bset.cube_map_array = 0;
> + caps->v1.bset.texture_query_lod = 0;
> + caps->v1.bset.has_indirect_draw = 0;
> + caps->v1.bset.has_sample_shading = 0;
> +
> + caps->v1.bset.start_instance = 0;
> +
> + caps->v1.bset.shader_stencil_export = 0;
> +
> + caps->v1.bset.streamout_pause_resume = 0;
> +
> + caps->v1.max_dual_source_render_targets = 0;
> +
> + caps->v1.max_dual_source_render_targets = 0;
> +
> + caps->v1.max_tbo_size = 0;
> +
> + caps->v1.max_texture_gather_components = 0;
> +
> + caps->v1.max_viewports = 1;
> +}
> +
> +void vrend_renderer_fill_caps(uint32_t set, uint32_t version,
> + union virgl_caps *caps)
> +{
> + int i;
> + GLint max;
> + GLfloat range[2];
> + int gl_ver = epoxy_gl_version();
> + bool fill_capset2 = false;
> +
> + /* Returns true if we should early out. */
> + if (vrend_renderer_fill_caps_common(set, version, caps)) {
> + return;
> + }
> +
> + /* GLES has it's own path */
> + if (vrend_state.use_gles) {
> + vrend_renderer_fill_caps_gles(set, version, caps);
> + return;
> + }
> +
> + if (set == 2) {
> + fill_capset2 = true;
> + }
> +
> if (gl_ver >= 30) {
> caps->v1.bset.indep_blend_enable = 1;
> caps->v1.bset.conditional_render = 1;
> @@ -6472,6 +6623,7 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version,
> caps->v1.bset.poly_stipple = 1;
> caps->v1.bset.color_clamping = 1;
> }
> +
> if (gl_ver >= 31) {
> caps->v1.bset.instanceid = 1;
> glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &max);
> @@ -6482,9 +6634,6 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version,
> caps->v1.bset.instanceid = 1;
> }
>
> - if (vrend_state.have_nv_prim_restart || vrend_state.have_gl_prim_restart)
> - caps->v1.bset.primitive_restart = 1;
> -
> if (gl_ver >= 32) {
> caps->v1.bset.fragment_coord_conventions = 1;
> caps->v1.bset.depth_clip_disable = 1;
> @@ -6496,13 +6645,14 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version,
> caps->v1.bset.seamless_cube_map = 1;
> }
>
> - if (epoxy_has_gl_extension("GL_AMD_seamless_cube_map_per_texture"))
> + if (epoxy_has_gl_extension("GL_AMD_seamless_cube_map_per_texture")) {
> caps->v1.bset.seamless_cube_map_per_texture = 1;
> + }
>
> if (epoxy_has_gl_extension("GL_ARB_texture_multisample")) {
> - /* disable multisample until developed */
> caps->v1.bset.texture_multisample = 1;
> }
> +
> if (gl_ver >= 40) {
> caps->v1.bset.indep_blend_func = 1;
> caps->v1.bset.cube_map_array = 1;
> @@ -6524,26 +6674,17 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version,
>
> if (gl_ver >= 42) {
> caps->v1.bset.start_instance = 1;
> - } else {
> - if (epoxy_has_gl_extension("GL_ARB_base_instance"))
> - caps->v1.bset.start_instance = 1;
> + } else if (epoxy_has_gl_extension("GL_ARB_base_instance")) {
> + caps->v1.bset.start_instance = 1;
> }
> - if (epoxy_has_gl_extension("GL_ARB_shader_stencil_export"))
> - caps->v1.bset.shader_stencil_export = 1;
>
> - /* we only support up to GLSL 1.40 features now */
> - caps->v1.glsl_level = 130;
> - 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;
> + if (epoxy_has_gl_extension("GL_ARB_shader_stencil_export")) {
> + caps->v1.bset.shader_stencil_export = 1;
> }
>
> - if (epoxy_has_gl_extension("GL_EXT_texture_mirror_clamp"))
> + if (epoxy_has_gl_extension("GL_EXT_texture_mirror_clamp")) {
> caps->v1.bset.mirror_clamp = true;
> + }
>
> if (epoxy_has_gl_extension("GL_EXT_texture_array")) {
> glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &max);
> @@ -6558,19 +6699,14 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version,
> if (epoxy_has_gl_extension("GL_ARB_transform_feedback3")) {
> glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_BUFFERS, &max);
> caps->v1.max_streamout_buffers = max;
> - } else if (epoxy_has_gl_extension("GL_EXT_transform_feedback"))
> + } else if (epoxy_has_gl_extension("GL_EXT_transform_feedback")) {
> caps->v1.max_streamout_buffers = 4;
> + }
> +
> if (epoxy_has_gl_extension("GL_ARB_blend_func_extended")) {
> glGetIntegerv(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, &max);
> caps->v1.max_dual_source_render_targets = max;
> - } else
> - caps->v1.max_dual_source_render_targets = 0;
> -
> - glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max);
> - caps->v1.max_render_targets = max;
> -
> - glGetIntegerv(GL_MAX_SAMPLES, &max);
> - caps->v1.max_samples = max;
> + }
>
> if (epoxy_has_gl_extension("GL_ARB_texture_buffer_object")) {
> glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max);
> @@ -6585,40 +6721,10 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version,
> if (epoxy_has_gl_extension("GL_ARB_viewport_array")) {
> glGetIntegerv(GL_MAX_VIEWPORTS, &max);
> caps->v1.max_viewports = max;
> - } else
> + } else {
> caps->v1.max_viewports = 1;
> -
> - 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_core_profile == false) {
> - caps->v1.prim_mask |= (1 << PIPE_PRIM_QUADS) | (1 << PIPE_PRIM_QUAD_STRIP) | (1 << PIPE_PRIM_POLYGON);
> - }
> - 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 (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);
> }
>
> - for (i = 0; i < VIRGL_FORMAT_MAX; i++) {
> - uint32_t offset = i / 32;
> - uint32_t index = i % 32;
> -
> - if (tex_conv_table[i].internalformat != 0) {
> - if (vrend_format_can_sample(i)) {
> - caps->v1.sampler.bitmask[offset] |= (1 << index);
> - if (vrend_format_can_render(i))
> - caps->v1.render.bitmask[offset] |= (1 << index);
> - }
> - }
> - }
>
> if (!fill_capset2)
> return;
> --
> 2.14.1
>
> _______________________________________________
> virglrenderer-devel mailing list
> virglrenderer-devel at lists.freedesktop.org
> https://lists.freedesktop.org/mailman/listinfo/virglrenderer-devel
More information about the virglrenderer-devel
mailing list