case PIPE_CAP_MAX_TEXEL_OFFSET:
return 7;
case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
- return 65536;
+ return 128 * 1024 * 1024;
case PIPE_CAP_GLSL_FEATURE_LEVEL:
return 330;
case PIPE_CAP_MAX_RENDER_TARGETS:
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
+ case PIPE_CAP_SHAREABLE_SHADERS:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP:
return 1; /* class_3d >= NVA0_3D_CLASS; */
case PIPE_CAP_INDEP_BLEND_FUNC:
case PIPE_CAP_TEXTURE_QUERY_LOD:
case PIPE_CAP_SAMPLE_SHADING:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return class_3d >= NVA3_3D_CLASS;
/* unsupported caps */
case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
return 0;
+ case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
+ return 32;
default:
NOUVEAU_ERR("unknown PIPE_SHADER_CAP %d\n", param);
return 0;
* _current_ one, and remove both.
*/
nouveau_fence_ref(screen->base.fence.current, ¤t);
- nouveau_fence_wait(current);
+ nouveau_fence_wait(current, NULL);
nouveau_fence_ref(NULL, ¤t);
nouveau_fence_ref(NULL, &screen->base.fence.current);
}
/* we need to do it after possible flush in MARK_RING */
*sequence = ++screen->base.fence.sequence;
+ assert(PUSH_AVAIL(push) + push->rsvd_kick >= 5);
PUSH_DATA (push, NV50_FIFO_PKHDR(NV50_3D(QUERY_ADDRESS_HIGH), 4));
PUSH_DATAh(push, screen->fence.bo->offset);
PUSH_DATA (push, screen->fence.bo->offset);