Example #1
0
static uint32_t bin_width(struct fd_screen *screen)
{
	if (is_a4xx(screen) || is_a5xx(screen))
		return 1024;
	if (is_a3xx(screen))
		return 992;
	return 512;
}
Example #2
0
static int
fd_screen_get_shader_param(struct pipe_screen *pscreen, unsigned shader,
		enum pipe_shader_cap param)
{
	struct fd_screen *screen = fd_screen(pscreen);

	switch(shader)
	{
	case PIPE_SHADER_FRAGMENT:
	case PIPE_SHADER_VERTEX:
		break;
	case PIPE_SHADER_COMPUTE:
	case PIPE_SHADER_GEOMETRY:
		/* maye we could emulate.. */
		return 0;
	default:
		DBG("unknown shader type %d", shader);
		return 0;
	}

	/* this is probably not totally correct.. but it's a start: */
	switch (param) {
	case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
		return 16384;
	case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
		return 8; /* XXX */
	case PIPE_SHADER_CAP_MAX_INPUTS:
	case PIPE_SHADER_CAP_MAX_OUTPUTS:
		return 16;
	case PIPE_SHADER_CAP_MAX_TEMPS:
		return 64; /* Max native temporaries. */
	case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
		/* NOTE: seems to be limit for a3xx is actually 512 but
		 * split between VS and FS.  Use lower limit of 256 to
		 * avoid getting into impossible situations:
		 */
		return ((is_a3xx(screen) || is_a4xx(screen)) ? 4096 : 64) * sizeof(float[4]);
	case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
		return is_ir3(screen) ? 16 : 1;
	case PIPE_SHADER_CAP_MAX_PREDS:
		return 0; /* nothing uses this */
	case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
		return 1;
	case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
		return 1;
	case PIPE_SHADER_CAP_SUBROUTINES:
	case PIPE_SHADER_CAP_DOUBLES:
	case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
        case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
		return 0;
	case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
		return 1;
	case PIPE_SHADER_CAP_INTEGERS:
		if (glsl120)
			return 0;
		return is_ir3(screen) ? 1 : 0;
	case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
	case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
		return 16;
	case PIPE_SHADER_CAP_PREFERRED_IR:
		return PIPE_SHADER_IR_TGSI;
	case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
		return 32;
	}
	debug_printf("unknown shader param %d\n", param);
	return 0;
}
Example #3
0
/*
TODO either move caps to a2xx/a3xx specific code, or maybe have some
tables for things that differ if the delta is not too much..
 */
static int
fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
{
	struct fd_screen *screen = fd_screen(pscreen);

	/* this is probably not totally correct.. but it's a start: */
	switch (param) {
	/* Supported features (boolean caps). */
	case PIPE_CAP_NPOT_TEXTURES:
	case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
	case PIPE_CAP_TWO_SIDED_STENCIL:
	case PIPE_CAP_ANISOTROPIC_FILTER:
	case PIPE_CAP_POINT_SPRITE:
	case PIPE_CAP_TEXTURE_SHADOW_MAP:
	case PIPE_CAP_BLEND_EQUATION_SEPARATE:
	case PIPE_CAP_TEXTURE_SWIZZLE:
	case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
	case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
	case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
	case PIPE_CAP_SEAMLESS_CUBE_MAP:
	case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
	case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
	case PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_USER_CONSTANT_BUFFERS:
	case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
	case PIPE_CAP_VERTEXID_NOBASE:
		return 1;

	case PIPE_CAP_SHADER_STENCIL_EXPORT:
	case PIPE_CAP_TGSI_TEXCOORD:
	case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
	case PIPE_CAP_TEXTURE_MULTISAMPLE:
	case PIPE_CAP_TEXTURE_BARRIER:
	case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
	case PIPE_CAP_COMPUTE:
		return 0;

	case PIPE_CAP_SM3:
	case PIPE_CAP_PRIMITIVE_RESTART:
	case PIPE_CAP_TGSI_INSTANCEID:
	case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
	case PIPE_CAP_INDEP_BLEND_ENABLE:
	case PIPE_CAP_INDEP_BLEND_FUNC:
	case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
	case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
	case PIPE_CAP_CONDITIONAL_RENDER:
	case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
	case PIPE_CAP_FAKE_SW_MSAA:
	case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
	case PIPE_CAP_DEPTH_CLIP_DISABLE:
	case PIPE_CAP_CLIP_HALFZ:
		return is_a3xx(screen) || is_a4xx(screen);

	case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
		if (is_a3xx(screen)) return 16;
		if (is_a4xx(screen)) return 32;
		return 0;
	case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
		/* We could possibly emulate more by pretending 2d/rect textures and
		 * splitting high bits of index into 2nd dimension..
		 */
		if (is_a3xx(screen)) return 8192;
		if (is_a4xx(screen)) return 16384;
		return 0;

	case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
	case PIPE_CAP_CUBE_MAP_ARRAY:
	case PIPE_CAP_START_INSTANCE:
	case PIPE_CAP_SAMPLER_VIEW_TARGET:
	case PIPE_CAP_TEXTURE_QUERY_LOD:
		return is_a4xx(screen);

	case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
		return 256;

	case PIPE_CAP_GLSL_FEATURE_LEVEL:
		if (glsl120)
			return 120;
		return is_ir3(screen) ? 140 : 120;

	/* Unsupported features. */
	case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
	case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
	case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
	case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
	case PIPE_CAP_VERTEX_COLOR_CLAMPED:
	case PIPE_CAP_USER_VERTEX_BUFFERS:
	case PIPE_CAP_USER_INDEX_BUFFERS:
	case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
	case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK:
	case PIPE_CAP_TGSI_VS_LAYER_VIEWPORT:
	case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
	case PIPE_CAP_TEXTURE_GATHER_SM5:
	case PIPE_CAP_SAMPLE_SHADING:
	case PIPE_CAP_TEXTURE_GATHER_OFFSETS:
	case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION:
	case PIPE_CAP_DRAW_INDIRECT:
	case PIPE_CAP_MULTI_DRAW_INDIRECT:
	case PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS:
	case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
	case PIPE_CAP_POLYGON_OFFSET_CLAMP:
	case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
	case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
	case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
	case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
	case PIPE_CAP_DEPTH_BOUNDS_TEST:
	case PIPE_CAP_TGSI_TXQS:
	case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
	case PIPE_CAP_SHAREABLE_SHADERS:
	case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
	case PIPE_CAP_CLEAR_TEXTURE:
	case PIPE_CAP_DRAW_PARAMETERS:
	case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
		return 0;

	case PIPE_CAP_MAX_VIEWPORTS:
		return 1;

	/* Stream output. */
	case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
		if (is_ir3(screen))
			return PIPE_MAX_SO_BUFFERS;
		return 0;
	case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
		if (is_ir3(screen))
			return 1;
		return 0;
	case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
	case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
		if (is_ir3(screen))
			return 16 * 4;   /* should only be shader out limit? */
		return 0;

	/* Geometry shader output, unsupported. */
	case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
	case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
	case PIPE_CAP_MAX_VERTEX_STREAMS:
		return 0;

	case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
		return 2048;

	/* Texturing. */
	case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
	case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
		return MAX_MIP_LEVELS;
	case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
		return 11;

	case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
		return (is_a3xx(screen) || is_a4xx(screen)) ? 256 : 0;

	/* Render targets. */
	case PIPE_CAP_MAX_RENDER_TARGETS:
		return screen->max_rts;
	case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
		return is_a3xx(screen) ? 1 : 0;

	/* Queries. */
	case PIPE_CAP_QUERY_TIME_ELAPSED:
	case PIPE_CAP_QUERY_TIMESTAMP:
		return 0;
	case PIPE_CAP_OCCLUSION_QUERY:
		return is_a3xx(screen) || is_a4xx(screen);

	case PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET:
	case PIPE_CAP_MIN_TEXEL_OFFSET:
		return -8;

	case PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET:
	case PIPE_CAP_MAX_TEXEL_OFFSET:
		return 7;

	case PIPE_CAP_ENDIANNESS:
		return PIPE_ENDIAN_LITTLE;

	case PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT:
		return 64;

	case PIPE_CAP_VENDOR_ID:
		return 0x5143;
	case PIPE_CAP_DEVICE_ID:
		return 0xFFFFFFFF;
	case PIPE_CAP_ACCELERATED:
		return 1;
	case PIPE_CAP_VIDEO_MEMORY:
		DBG("FINISHME: The value returned is incorrect\n");
		return 10;
	case PIPE_CAP_UMA:
		return 1;
	}
	debug_printf("unknown param %d\n", param);
	return 0;
}
Example #4
0
static int
fd_screen_get_shader_param(struct pipe_screen *pscreen, unsigned shader,
		enum pipe_shader_cap param)
{
	struct fd_screen *screen = fd_screen(pscreen);

	switch(shader)
	{
	case PIPE_SHADER_FRAGMENT:
	case PIPE_SHADER_VERTEX:
		break;
	case PIPE_SHADER_COMPUTE:
	case PIPE_SHADER_GEOMETRY:
		/* maye we could emulate.. */
		return 0;
	default:
		DBG("unknown shader type %d", shader);
		return 0;
	}

	/* this is probably not totally correct.. but it's a start: */
	switch (param) {
	case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
		return 16384;
	case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
		return 8; /* XXX */
	case PIPE_SHADER_CAP_MAX_INPUTS:
	case PIPE_SHADER_CAP_MAX_OUTPUTS:
		return 16;
	case PIPE_SHADER_CAP_MAX_TEMPS:
		return 64; /* Max native temporaries. */
	case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
		/* NOTE: seems to be limit for a3xx is actually 512 but
		 * split between VS and FS.  Use lower limit of 256 to
		 * avoid getting into impossible situations:
		 */
		return ((is_a3xx(screen) || is_a4xx(screen)) ? 4096 : 64) * sizeof(float[4]);
	case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
		return is_ir3(screen) ? 16 : 1;
	case PIPE_SHADER_CAP_MAX_PREDS:
		return 0; /* nothing uses this */
	case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
		return 1;
	case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
		/* Technically this should be the same as for TEMP/CONST, since
		 * everything is just normal registers.  This is just temporary
		 * hack until load_input/store_output handle arrays in a similar
		 * way as load_var/store_var..
		 */
		return 0;
	case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
		/* a2xx compiler doesn't handle indirect: */
		return is_ir3(screen) ? 1 : 0;
	case PIPE_SHADER_CAP_SUBROUTINES:
	case PIPE_SHADER_CAP_DOUBLES:
	case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
		return 0;
	case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
		return 1;
	case PIPE_SHADER_CAP_INTEGERS:
		if (glsl120)
			return 0;
		return is_ir3(screen) ? 1 : 0;
	case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
	case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
		return 16;
	case PIPE_SHADER_CAP_PREFERRED_IR:
		if ((fd_mesa_debug & FD_DBG_NIR) && is_ir3(screen))
			return PIPE_SHADER_IR_NIR;
		return PIPE_SHADER_IR_TGSI;
	case PIPE_SHADER_CAP_SUPPORTED_IRS:
		return 0;
	case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
		return 32;
	case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
	case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
		return 0;
	}
	debug_printf("unknown shader param %d\n", param);
	return 0;
}
static int
fd_screen_get_shader_param(struct pipe_screen *pscreen,
		enum pipe_shader_type shader,
		enum pipe_shader_cap param)
{
	struct fd_screen *screen = fd_screen(pscreen);

	switch(shader)
	{
	case PIPE_SHADER_FRAGMENT:
	case PIPE_SHADER_VERTEX:
		break;
	case PIPE_SHADER_COMPUTE:
		if (has_compute(screen))
			break;
		return 0;
	case PIPE_SHADER_GEOMETRY:
		/* maye we could emulate.. */
		return 0;
	default:
		DBG("unknown shader type %d", shader);
		return 0;
	}

	/* this is probably not totally correct.. but it's a start: */
	switch (param) {
	case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
		return 16384;
	case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
		return 8; /* XXX */
	case PIPE_SHADER_CAP_MAX_INPUTS:
	case PIPE_SHADER_CAP_MAX_OUTPUTS:
		return 16;
	case PIPE_SHADER_CAP_MAX_TEMPS:
		return 64; /* Max native temporaries. */
	case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
		/* NOTE: seems to be limit for a3xx is actually 512 but
		 * split between VS and FS.  Use lower limit of 256 to
		 * avoid getting into impossible situations:
		 */
		return ((is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen)) ? 4096 : 64) * sizeof(float[4]);
	case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
		return is_ir3(screen) ? 16 : 1;
	case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
		return 1;
	case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
		/* Technically this should be the same as for TEMP/CONST, since
		 * everything is just normal registers.  This is just temporary
		 * hack until load_input/store_output handle arrays in a similar
		 * way as load_var/store_var..
		 */
		return 0;
	case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
		/* a2xx compiler doesn't handle indirect: */
		return is_ir3(screen) ? 1 : 0;
	case PIPE_SHADER_CAP_SUBROUTINES:
	case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
		return 0;
	case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
		return 1;
	case PIPE_SHADER_CAP_INTEGERS:
		if (glsl120)
			return 0;
		return is_ir3(screen) ? 1 : 0;
	case PIPE_SHADER_CAP_INT64_ATOMICS:
		return 0;
	case PIPE_SHADER_CAP_FP16:
		return 0;
	case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
	case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
		return 16;
	case PIPE_SHADER_CAP_PREFERRED_IR:
		if (is_ir3(screen))
			return PIPE_SHADER_IR_NIR;
		return PIPE_SHADER_IR_TGSI;
	case PIPE_SHADER_CAP_SUPPORTED_IRS:
		if (is_ir3(screen)) {
			return (1 << PIPE_SHADER_IR_NIR) | (1 << PIPE_SHADER_IR_TGSI);
		} else {
			return (1 << PIPE_SHADER_IR_TGSI);
		}
		return 0;
	case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
		return 32;
	case PIPE_SHADER_CAP_LOWER_IF_THRESHOLD:
	case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
	case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
	case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
		return 0;
	case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
	case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
		if (is_a5xx(screen)) {
			/* a5xx (and a4xx for that matter) has one state-block
			 * for compute-shader SSBO's and another that is shared
			 * by VS/HS/DS/GS/FS..  so to simplify things for now
			 * just advertise SSBOs for FS and CS.  We could possibly
			 * do what blob does, and partition the space for
			 * VS/HS/DS/GS/FS.  The blob advertises:
			 *
			 *   GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: 24
			 *   GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: 24
			 *
			 * I think that way we could avoid having to patch shaders
			 * for actual SSBO indexes by using a static partitioning.
			 *
			 * Note same state block is used for images and buffers,
			 * but images also need texture state for read access
			 * (isam/isam.3d)
			 */
			switch(shader)
			{
			case PIPE_SHADER_FRAGMENT:
			case PIPE_SHADER_COMPUTE:
				return 24;
			default:
				return 0;
			}
		}
		return 0;
	}
	debug_printf("unknown shader param %d\n", param);
	return 0;
}
/*
TODO either move caps to a2xx/a3xx specific code, or maybe have some
tables for things that differ if the delta is not too much..
 */
static int
fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
{
	struct fd_screen *screen = fd_screen(pscreen);

	/* this is probably not totally correct.. but it's a start: */
	switch (param) {
	/* Supported features (boolean caps). */
	case PIPE_CAP_NPOT_TEXTURES:
	case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
	case PIPE_CAP_ANISOTROPIC_FILTER:
	case PIPE_CAP_POINT_SPRITE:
	case PIPE_CAP_BLEND_EQUATION_SEPARATE:
	case PIPE_CAP_TEXTURE_SWIZZLE:
	case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
	case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
	case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
	case PIPE_CAP_SEAMLESS_CUBE_MAP:
	case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
	case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
	case PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
	case PIPE_CAP_STRING_MARKER:
	case PIPE_CAP_MIXED_COLOR_DEPTH_BITS:
	case PIPE_CAP_TEXTURE_BARRIER:
	case PIPE_CAP_INVALIDATE_BUFFER:
		return 1;

	case PIPE_CAP_VERTEXID_NOBASE:
		return is_a3xx(screen) || is_a4xx(screen);

	case PIPE_CAP_COMPUTE:
		return has_compute(screen);

	case PIPE_CAP_SHADER_STENCIL_EXPORT:
	case PIPE_CAP_TGSI_TEXCOORD:
	case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
	case PIPE_CAP_TEXTURE_MULTISAMPLE:
	case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
	case PIPE_CAP_QUERY_MEMORY_INFO:
	case PIPE_CAP_PCI_GROUP:
	case PIPE_CAP_PCI_BUS:
	case PIPE_CAP_PCI_DEVICE:
	case PIPE_CAP_PCI_FUNCTION:
		return 0;

	case PIPE_CAP_SM3:
	case PIPE_CAP_PRIMITIVE_RESTART:
	case PIPE_CAP_TGSI_INSTANCEID:
	case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
	case PIPE_CAP_INDEP_BLEND_ENABLE:
	case PIPE_CAP_INDEP_BLEND_FUNC:
	case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
	case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
	case PIPE_CAP_CONDITIONAL_RENDER:
	case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
	case PIPE_CAP_FAKE_SW_MSAA:
	case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
	case PIPE_CAP_CLIP_HALFZ:
		return is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen);

	case PIPE_CAP_DEPTH_CLIP_DISABLE:
		return is_a3xx(screen) || is_a4xx(screen);

	case PIPE_CAP_POLYGON_OFFSET_CLAMP:
		return is_a5xx(screen);

	case PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY:
		return 0;
	case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
		if (is_a3xx(screen)) return 16;
		if (is_a4xx(screen)) return 32;
		if (is_a5xx(screen)) return 32;
		return 0;
	case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
		/* We could possibly emulate more by pretending 2d/rect textures and
		 * splitting high bits of index into 2nd dimension..
		 */
		if (is_a3xx(screen)) return 8192;
		if (is_a4xx(screen)) return 16384;
		if (is_a5xx(screen)) return 16384;
		return 0;

	case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
	case PIPE_CAP_CUBE_MAP_ARRAY:
	case PIPE_CAP_SAMPLER_VIEW_TARGET:
	case PIPE_CAP_TEXTURE_QUERY_LOD:
		return is_a4xx(screen) || is_a5xx(screen);

	case PIPE_CAP_START_INSTANCE:
		/* Note that a5xx can do this, it just can't (at least with
		 * current firmware) do draw_indirect with base_instance.
		 * Since draw_indirect is needed sooner (gles31 and gl40 vs
		 * gl42), hide base_instance on a5xx.  :-/
		 */
		return is_a4xx(screen);

	case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
		return 64;

	case PIPE_CAP_GLSL_FEATURE_LEVEL:
		if (glsl120)
			return 120;
		return is_ir3(screen) ? 140 : 120;

	case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
		if (is_a5xx(screen))
			return 4;
		return 0;

	case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
		if (is_a4xx(screen) || is_a5xx(screen))
			return 4;
		return 0;

	/* Unsupported features. */
	case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
	case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
	case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
	case PIPE_CAP_USER_VERTEX_BUFFERS:
	case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
	case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK:
	case PIPE_CAP_TGSI_VS_LAYER_VIEWPORT:
	case PIPE_CAP_TEXTURE_GATHER_SM5:
	case PIPE_CAP_SAMPLE_SHADING:
	case PIPE_CAP_TEXTURE_GATHER_OFFSETS:
	case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION:
	case PIPE_CAP_MULTI_DRAW_INDIRECT:
	case PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS:
	case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
	case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
	case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
	case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
	case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
	case PIPE_CAP_DEPTH_BOUNDS_TEST:
	case PIPE_CAP_TGSI_TXQS:
	/* TODO if we need this, do it in nir/ir3 backend to avoid breaking precompile: */
	case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
	case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
	case PIPE_CAP_CLEAR_TEXTURE:
	case PIPE_CAP_DRAW_PARAMETERS:
	case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
	case PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL:
	case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
	case PIPE_CAP_GENERATE_MIPMAP:
	case PIPE_CAP_SURFACE_REINTERPRET_BLOCKS:
	case PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR:
	case PIPE_CAP_CULL_DISTANCE:
	case PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES:
	case PIPE_CAP_TGSI_VOTE:
	case PIPE_CAP_MAX_WINDOW_RECTANGLES:
	case PIPE_CAP_POLYGON_OFFSET_UNITS_UNSCALED:
	case PIPE_CAP_VIEWPORT_SUBPIXEL_BITS:
	case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
	case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
	case PIPE_CAP_TGSI_FS_FBFETCH:
	case PIPE_CAP_TGSI_MUL_ZERO_WINS:
	case PIPE_CAP_DOUBLES:
	case PIPE_CAP_INT64:
	case PIPE_CAP_INT64_DIVMOD:
	case PIPE_CAP_TGSI_TEX_TXF_LZ:
	case PIPE_CAP_TGSI_CLOCK:
	case PIPE_CAP_POLYGON_MODE_FILL_RECTANGLE:
	case PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE:
	case PIPE_CAP_TGSI_BALLOT:
	case PIPE_CAP_TGSI_TES_LAYER_VIEWPORT:
	case PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX:
	case PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION:
	case PIPE_CAP_POST_DEPTH_COVERAGE:
	case PIPE_CAP_BINDLESS_TEXTURE:
	case PIPE_CAP_NIR_SAMPLERS_AS_DEREF:
	case PIPE_CAP_QUERY_SO_OVERFLOW:
	case PIPE_CAP_MEMOBJ:
	case PIPE_CAP_TGSI_ANY_REG_AS_ADDRESS:
	case PIPE_CAP_TILE_RASTER_ORDER:
	case PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
	case PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET:
	case PIPE_CAP_FENCE_SIGNAL:
	case PIPE_CAP_CONSTBUF0_FLAGS:
		return 0;

	case PIPE_CAP_CONTEXT_PRIORITY_MASK:
		return screen->priority_mask;

	case PIPE_CAP_DRAW_INDIRECT:
		if (is_a4xx(screen) || is_a5xx(screen))
			return 1;
		return 0;

	case PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT:
		if (is_a4xx(screen) || is_a5xx(screen))
			return 1;
		return 0;

	case PIPE_CAP_LOAD_CONSTBUF:
		/* name is confusing, but this turns on std430 packing */
		if (is_ir3(screen))
			return 1;
		return 0;

	case PIPE_CAP_MAX_VIEWPORTS:
		return 1;

	case PIPE_CAP_SHAREABLE_SHADERS:
	case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
	/* manage the variants for these ourself, to avoid breaking precompile: */
	case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
	case PIPE_CAP_VERTEX_COLOR_CLAMPED:
		if (is_ir3(screen))
			return 1;
		return 0;

	/* Stream output. */
	case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
		if (is_ir3(screen))
			return PIPE_MAX_SO_BUFFERS;
		return 0;
	case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
	case PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
		if (is_ir3(screen))
			return 1;
		return 0;
	case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
	case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
		if (is_ir3(screen))
			return 16 * 4;   /* should only be shader out limit? */
		return 0;

	/* Geometry shader output, unsupported. */
	case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
	case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
	case PIPE_CAP_MAX_VERTEX_STREAMS:
		return 0;

	case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
		return 2048;

	/* Texturing. */
	case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
	case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
		return MAX_MIP_LEVELS;
	case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
		return 11;

	case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
		return (is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen)) ? 256 : 0;

	/* Render targets. */
	case PIPE_CAP_MAX_RENDER_TARGETS:
		return screen->max_rts;
	case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
		return is_a3xx(screen) ? 1 : 0;

	/* Queries. */
	case PIPE_CAP_QUERY_BUFFER_OBJECT:
		return 0;
	case PIPE_CAP_OCCLUSION_QUERY:
		return is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen);
	case PIPE_CAP_QUERY_TIMESTAMP:
	case PIPE_CAP_QUERY_TIME_ELAPSED:
		/* only a4xx, requires new enough kernel so we know max_freq: */
		return (screen->max_freq > 0) && (is_a4xx(screen) || is_a5xx(screen));

	case PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET:
	case PIPE_CAP_MIN_TEXEL_OFFSET:
		return -8;

	case PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET:
	case PIPE_CAP_MAX_TEXEL_OFFSET:
		return 7;

	case PIPE_CAP_ENDIANNESS:
		return PIPE_ENDIAN_LITTLE;

	case PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT:
		return 64;

	case PIPE_CAP_VENDOR_ID:
		return 0x5143;
	case PIPE_CAP_DEVICE_ID:
		return 0xFFFFFFFF;
	case PIPE_CAP_ACCELERATED:
		return 1;
	case PIPE_CAP_VIDEO_MEMORY:
		DBG("FINISHME: The value returned is incorrect\n");
		return 10;
	case PIPE_CAP_UMA:
		return 1;
	case PIPE_CAP_NATIVE_FENCE_FD:
		return fd_device_version(screen->dev) >= FD_VERSION_FENCE_FD;
	}
	debug_printf("unknown param %d\n", param);
	return 0;
}