+
+ /* Fragment shader limits. */
+ case PIPE_CAP_MAX_FS_INSTRUCTIONS:
+ return is_r500 || is_r400 ? 512 : 96;
+ case PIPE_CAP_MAX_FS_ALU_INSTRUCTIONS:
+ return is_r500 || is_r400 ? 512 : 64;
+ case PIPE_CAP_MAX_FS_TEX_INSTRUCTIONS:
+ return is_r500 || is_r400 ? 512 : 32;
+ case PIPE_CAP_MAX_FS_TEX_INDIRECTIONS:
+ return is_r500 ? 511 : 4;
+ case PIPE_CAP_MAX_FS_CONTROL_FLOW_DEPTH:
+ return is_r500 ? 64 : 0; /* Actually unlimited on r500. */
+ case PIPE_CAP_MAX_FS_INPUTS:
+ /* 2 colors + 8 texcoords are always supported
+ * (minus fog and wpos).
+ *
+ * R500 has the ability to turn 3rd and 4th color into
+ * additional texcoords but there is no two-sided color
+ * selection then. However the facing bit can be used instead. */
+ return 10;
+ case PIPE_CAP_MAX_FS_CONSTS:
+ return is_r500 ? 256 : 32;
+ case PIPE_CAP_MAX_FS_TEMPS:
+ return is_r500 ? 128 : is_r400 ? 64 : 32;
+ case PIPE_CAP_MAX_FS_ADDRS:
+ return 0;
+ case PIPE_CAP_MAX_FS_PREDS:
+ return is_r500 ? 1 : 0;
+
+ /* Vertex shader limits. */
+ case PIPE_CAP_MAX_VS_INSTRUCTIONS:
+ case PIPE_CAP_MAX_VS_ALU_INSTRUCTIONS:
+ return is_r500 ? 1024 : 256;
+ case PIPE_CAP_MAX_VS_TEX_INSTRUCTIONS:
+ case PIPE_CAP_MAX_VS_TEX_INDIRECTIONS:
+ return 0;
+ case PIPE_CAP_MAX_VS_CONTROL_FLOW_DEPTH:
+ return is_r500 ? 4 : 0; /* For loops; not sure about conditionals. */
+ case PIPE_CAP_MAX_VS_INPUTS:
+ return 16;
+ case PIPE_CAP_MAX_VS_CONSTS:
+ return 256;
+ case PIPE_CAP_MAX_VS_TEMPS:
+ return 32;
+ case PIPE_CAP_MAX_VS_ADDRS:
+ return 1; /* XXX guessed */
+ case PIPE_CAP_MAX_VS_PREDS:
+ return is_r500 ? 4 : 0; /* XXX guessed. */
+ case PIPE_CAP_GEOMETRY_SHADER4:
+ return 0;
+