Lines Matching refs:caps
651 union virgl_caps* caps = static_cast<union virgl_caps*>(caps_); in virgl_renderer_fill_caps() local
658 if (!caps) in virgl_renderer_fill_caps()
681 memset(caps, 0, sizeof(virgl_caps_v1)); in virgl_renderer_fill_caps()
682 caps->max_version = 1; in virgl_renderer_fill_caps()
685 memset(caps, 0, sizeof(virgl_caps_v2)); in virgl_renderer_fill_caps()
686 caps->max_version = 2; in virgl_renderer_fill_caps()
690 caps->max_version = 0; in virgl_renderer_fill_caps()
700 caps->v1.sampler.bitmask[0] = (1 << (VIRGL_FORMAT_B8G8R8A8_UNORM - (0 * 32))) | in virgl_renderer_fill_caps()
702 caps->v1.sampler.bitmask[2] = (1 << (VIRGL_FORMAT_R8G8B8A8_UNORM - (2 * 32))); in virgl_renderer_fill_caps()
703 caps->v1.sampler.bitmask[4] = (1 << (VIRGL_FORMAT_R8G8B8X8_UNORM - (4 * 32))); in virgl_renderer_fill_caps()
707 caps->v1.render.bitmask[0] = (1 << (VIRGL_FORMAT_B8G8R8A8_UNORM - (0 * 32))) | in virgl_renderer_fill_caps()
709 caps->v1.render.bitmask[2] = (1 << (VIRGL_FORMAT_R8G8B8A8_UNORM - (2 * 32))); in virgl_renderer_fill_caps()
710 caps->v1.render.bitmask[4] = (1 << (VIRGL_FORMAT_R8G8B8X8_UNORM - (4 * 32))); in virgl_renderer_fill_caps()
713 caps->v1.glsl_level = 300; // OpenGL ES GLSL 3.00 in virgl_renderer_fill_caps()
717 caps->v1.max_viewports = 1; in virgl_renderer_fill_caps()
720 caps->v1.max_render_targets = max; in virgl_renderer_fill_caps()
723 caps->v1.max_samples = max; in virgl_renderer_fill_caps()
727 caps->v2.min_aliased_point_size = range[0]; in virgl_renderer_fill_caps()
728 caps->v2.max_aliased_point_size = range[1]; in virgl_renderer_fill_caps()
731 caps->v2.min_aliased_line_width = range[0]; in virgl_renderer_fill_caps()
732 caps->v2.max_aliased_line_width = range[1]; in virgl_renderer_fill_caps()
736 caps->v2.max_vertex_attribs = max; in virgl_renderer_fill_caps()
741 caps->v2.min_smooth_point_size = range[0]; in virgl_renderer_fill_caps()
742 caps->v2.max_smooth_point_size = range[1]; in virgl_renderer_fill_caps()
745 caps->v2.min_smooth_line_width = range[0]; in virgl_renderer_fill_caps()
746 caps->v2.max_smooth_line_width = range[1]; in virgl_renderer_fill_caps()
757 caps->v1.bset.primitive_restart = 1; in virgl_renderer_fill_caps()
758 caps->v1.bset.seamless_cube_map = 1; in virgl_renderer_fill_caps()
759 caps->v1.bset.occlusion_query = 1; in virgl_renderer_fill_caps()
760 caps->v1.bset.instanceid = 1; in virgl_renderer_fill_caps()
761 caps->v1.bset.ubo = 1; in virgl_renderer_fill_caps()
764 caps->v1.max_texture_array_layers = max; in virgl_renderer_fill_caps()
767 caps->v1.max_uniform_blocks = max + 1; in virgl_renderer_fill_caps()
770 s_gles1.glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->v2.max_texture_lod_bias); in virgl_renderer_fill_caps()
773 caps->v2.max_vertex_outputs = max / 4; in virgl_renderer_fill_caps()
775 s_gles1.glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset); in virgl_renderer_fill_caps()
776 s_gles1.glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset); in virgl_renderer_fill_caps()
779 caps->v2.uniform_buffer_offset_alignment = max; in virgl_renderer_fill_caps()
785 caps->v1.prim_mask = (1 << 0) | (1 << 1) | (1 << 2) | (1 << 3) | (1 << 4) | (1 << 5) | (1 << 6); in virgl_renderer_fill_caps()