case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
return 128 * 1024 * 1024;
case PIPE_CAP_GLSL_FEATURE_LEVEL:
- if (class_3d == NVE4_3D_CLASS || class_3d == NVF0_3D_CLASS)
- return 420;
+ if (class_3d <= NVF0_3D_CLASS)
+ return 430;
return 410;
case PIPE_CAP_MAX_RENDER_TARGETS:
return 8;
case PIPE_CAP_STRING_MARKER:
case PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT:
case PIPE_CAP_CULL_DISTANCE:
+ case PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES:
+ case PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR:
+ case PIPE_CAP_COMPUTE:
+ case PIPE_CAP_TGSI_VOTE:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
return (class_3d >= NVE4_3D_CLASS) ? 1 : 0;
- case PIPE_CAP_COMPUTE:
- return 1;
case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
return nouveau_screen(pscreen)->vram_domain & NOUVEAU_BO_VRAM ? 1 : 0;
case PIPE_CAP_PCI_BUS:
case PIPE_CAP_PCI_DEVICE:
case PIPE_CAP_PCI_FUNCTION:
- case PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
return NVC0_MAX_BUFFERS;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
- return 16; /* would be 32 in linked (OpenGL-style) mode */
+ return (class_3d >= NVE4_3D_CLASS) ? 32 : 16;
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
- return 16; /* XXX not sure if more are really safe */
+ return (class_3d >= NVE4_3D_CLASS) ? 32 : 16;
case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
return 32;
case PIPE_SHADER_CAP_MAX_SHADER_IMAGES: