mesa/st: Fill in native program limits.

In the lack of more fine grained capabilities in Gallium, assume that if
the pipe driver supports GLSL then native limits match Mesa software
limits.
(cherry picked from commit 40a90cd11234a09c2477f5c9984dd6d9fac3f52c)
This commit is contained in:
José Fonseca 2010-05-04 15:41:19 +01:00
parent 1c920c6176
commit dad962bafe
1 changed files with 91 additions and 0 deletions

View File

@ -67,6 +67,7 @@ void st_init_limits(struct st_context *st)
{
struct pipe_screen *screen = st->pipe->screen;
struct gl_constants *c = &st->ctx->Const;
struct gl_program_constants *pc;
c->MaxTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
@ -140,6 +141,96 @@ void st_init_limits(struct st_context *st)
/* Quads always follow GL provoking rules. */
c->QuadsFollowProvokingVertexConvention = GL_FALSE;
if (screen->get_param(screen, PIPE_CAP_GLSL)) {
/*
* In the lack of more fine grained capabilities, if the pipe driver supports
* GLSL then assume native limits match Mesa software limits.
*/
pc = &c->FragmentProgram;
pc->MaxNativeInstructions = pc->MaxInstructions;
pc->MaxNativeAluInstructions = pc->MaxAluInstructions;
pc->MaxNativeTexInstructions = pc->MaxTexInstructions;
pc->MaxNativeTexIndirections = pc->MaxTexIndirections;
pc->MaxNativeAttribs = pc->MaxAttribs;
pc->MaxNativeTemps = pc->MaxTemps;
pc->MaxNativeAddressRegs = pc->MaxAddressRegs;
pc->MaxNativeParameters = pc->MaxParameters;
pc = &c->VertexProgram;
pc->MaxNativeInstructions = pc->MaxInstructions;
pc->MaxNativeAluInstructions = pc->MaxAluInstructions;
pc->MaxNativeTexInstructions = pc->MaxTexInstructions;
pc->MaxNativeTexIndirections = pc->MaxTexIndirections;
pc->MaxNativeAttribs = pc->MaxAttribs;
pc->MaxNativeTemps = pc->MaxTemps;
pc->MaxNativeAddressRegs = pc->MaxAddressRegs;
pc->MaxNativeParameters = pc->MaxParameters;
} else if (screen->get_param(screen, PIPE_CAP_SM3)) {
/*
* Assume the hardware meets the minimum requirements
* for Shader Model 3.
*
* See also:
* - http://msdn.microsoft.com/en-us/library/bb172920(VS.85).aspx
* - http://msdn.microsoft.com/en-us/library/bb172963(VS.85).aspx
*/
pc = &c->FragmentProgram;
pc->MaxNativeInstructions = 512; /* D3DMIN30SHADERINSTRUCTIONS */
pc->MaxNativeAluInstructions = pc->MaxNativeInstructions;
pc->MaxNativeTexInstructions = pc->MaxNativeInstructions;
pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
pc->MaxNativeAttribs = 10;
pc->MaxNativeTemps = 32;
pc->MaxNativeAddressRegs = 1; /* aL */
pc->MaxNativeParameters = 224;
pc = &c->VertexProgram;
pc->MaxNativeInstructions = 512; /* D3DMIN30SHADERINSTRUCTIONS */
pc->MaxNativeAluInstructions = pc->MaxNativeInstructions;
pc->MaxNativeTexInstructions = pc->MaxNativeInstructions;
pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
pc->MaxNativeAttribs = 16;
pc->MaxNativeTemps = 32;
pc->MaxNativeAddressRegs = 2; /* a0 and aL */
pc->MaxNativeParameters = 256;
} else {
/*
* Assume the hardware meets the minimum requirements
* for Shader Model 2.
*
* See also:
* - http://msdn.microsoft.com/en-us/library/bb172918(VS.85).aspx
* - http://msdn.microsoft.com/en-us/library/bb172961(VS.85).aspx
*/
pc = &c->FragmentProgram;
pc->MaxNativeInstructions = 96; /* D3DPS20_MIN_NUMINSTRUCTIONSLOTS */
pc->MaxNativeAluInstructions = 64;
pc->MaxNativeTexInstructions = 32;
pc->MaxNativeTexIndirections = pc->MaxNativeTexInstructions;
pc->MaxNativeAttribs = 10; /* 2 color + 8 texture coord */
pc->MaxNativeTemps = 12; /* D3DPS20_MIN_NUMTEMPS */
pc->MaxNativeAddressRegs = 0;
pc->MaxNativeParameters = 16;
pc = &c->VertexProgram;
pc->MaxNativeInstructions = 256;
pc->MaxNativeAluInstructions = 256;
pc->MaxNativeTexInstructions = 0;
pc->MaxNativeTexIndirections = 0;
pc->MaxNativeAttribs = 16;
pc->MaxNativeTemps = 12; /* D3DVS20_MIN_NUMTEMPS */
pc->MaxNativeAddressRegs = 2; /* a0 and aL */
pc->MaxNativeParameters = 256;
}
if (!screen->get_param(screen, PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS)) {
c->VertexProgram.MaxNativeTexInstructions = 0;
c->VertexProgram.MaxNativeTexIndirections = 0;
}
}