diff --git a/src/mesa/state_tracker/st_extensions.c b/src/mesa/state_tracker/st_extensions.c index b2045cf3fcb..5b2e49c3b37 100644 --- a/src/mesa/state_tracker/st_extensions.c +++ b/src/mesa/state_tracker/st_extensions.c @@ -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; + } }