return LP_MAX_TGSI_NESTING;
case PIPE_SHADER_CAP_MAX_INPUTS:
return PIPE_MAX_SHADER_INPUTS;
- case PIPE_SHADER_CAP_MAX_CONSTS:
- return 16 * 2024;
+ case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
+ return sizeof(float[4]) * 4096;
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
return PIPE_MAX_CONSTANT_BUFFERS;
case PIPE_SHADER_CAP_MAX_TEMPS:
return PIPE_MAX_SAMPLERS;
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
return PIPE_MAX_SHADER_SAMPLER_VIEWS;
+ case PIPE_SHADER_CAP_PREFERRED_IR:
+ return PIPE_SHADER_IR_TGSI;
case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
return 1;
- default:
+ case PIPE_SHADER_CAP_DOUBLES:
return 0;
}
+ /* if we get here, we missed a shader cap above (and should have seen
+ * a compiler warning.)
+ */
+ return 0;
}