+ switch (shader)
+ {
+ case PIPE_SHADER_FRAGMENT:
+ 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 512;
+ case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
+ return SVGA3D_MAX_NESTING_LEVEL;
+ case PIPE_SHADER_CAP_MAX_INPUTS:
+ return 10;
+ case PIPE_SHADER_CAP_MAX_CONSTS:
+ return 224;
+ case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
+ return 1;
+ case PIPE_SHADER_CAP_MAX_TEMPS:
+ if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, &result))
+ return 32;
+ return MIN2(result.u, SVGA3D_TEMPREG_MAX);
+ case PIPE_SHADER_CAP_MAX_ADDRS:
+ case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
+ /*
+ * Although PS 3.0 has some addressing abilities it can only represent
+ * loops that can be statically determined and unrolled. Given we can
+ * only handle a subset of the cases that the state tracker already
+ * does it is better to defer loop unrolling to the state tracker.
+ */
+ return 0;
+ case PIPE_SHADER_CAP_MAX_PREDS:
+ return 1;
+ case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
+ return 0;
+ case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
+ return 0;
+ case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
+ return 0;
+ case PIPE_SHADER_CAP_SUBROUTINES:
+ return 0;
+ case PIPE_SHADER_CAP_INTEGERS:
+ return 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;
+ }
+ /* If we get here, we failed to handle a cap above */
+ debug_printf("Unexpected fragment shader query %u\n", param);
+ return 0;
+ case PIPE_SHADER_VERTEX:
+ switch (param)
+ {
+ case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
+ case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
+ if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, &result))
+ return 512;
+ return result.u;
+ case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
+ case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
+ /* XXX: until we have vertex texture support */
+ return 0;
+ case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
+ return SVGA3D_MAX_NESTING_LEVEL;
+ case PIPE_SHADER_CAP_MAX_INPUTS:
+ return 16;
+ case PIPE_SHADER_CAP_MAX_CONSTS:
+ return 256;
+ case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
+ return 1;
+ case PIPE_SHADER_CAP_MAX_TEMPS:
+ if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, &result))
+ return 32;
+ return MIN2(result.u, SVGA3D_TEMPREG_MAX);
+ case PIPE_SHADER_CAP_MAX_ADDRS:
+ return 1;
+ case PIPE_SHADER_CAP_MAX_PREDS:
+ return 1;
+ case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
+ return 0;
+ case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
+ return 0;
+ case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
+ return 1;
+ case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
+ return 0;
+ case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
+ return 1;
+ case PIPE_SHADER_CAP_SUBROUTINES:
+ return 0;
+ case PIPE_SHADER_CAP_INTEGERS:
+ return 0;
+ case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
+ case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
+ return 0;
+ case PIPE_SHADER_CAP_PREFERRED_IR:
+ return PIPE_SHADER_IR_TGSI;
+ }
+ /* If we get here, we failed to handle a cap above */
+ debug_printf("Unexpected vertex shader query %u\n", param);
+ return 0;
+ case PIPE_SHADER_GEOMETRY:
+ case PIPE_SHADER_COMPUTE:
+ /* no support for geometry or compute shaders at this time */
+ return 0;