+ case PIPE_CAP_CLIP_HALFZ:
+ return is_a3xx(screen) || is_a4xx(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;
+ 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);