case PIPE_FORMAT_A8_UNORM:
case PIPE_FORMAT_I8_UNORM:
case PIPE_FORMAT_A8L8_UNORM:
+ case PIPE_FORMAT_DXT1_RGB:
+ case PIPE_FORMAT_DXT1_RGBA:
+ case PIPE_FORMAT_DXT3_RGBA:
+ case PIPE_FORMAT_DXT5_RGBA:
return TRUE;
default:
break;
case PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS:
return 32;
case PIPE_CAP_NPOT_TEXTURES:
- return 0;
+ return 1;
case PIPE_CAP_TWO_SIDED_STENCIL:
return 1;
case PIPE_CAP_GLSL:
return 0;
case PIPE_CAP_S3TC:
- return 0;
+ return 1;
case PIPE_CAP_ANISOTROPIC_FILTER:
- return 0;
+ return 1;
case PIPE_CAP_POINT_SPRITE:
return 0;
case PIPE_CAP_MAX_RENDER_TARGETS:
return 8;
case PIPE_CAP_OCCLUSION_QUERY:
- return 0;
+ return 1;
case PIPE_CAP_TEXTURE_SHADOW_MAP:
- return 0;
+ return 1;
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
return 13;
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
case PIPE_CAP_TEXTURE_MIRROR_REPEAT:
return 1;
+ case PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS:
+ return 0;
case NOUVEAU_CAP_HW_VTXBUF:
return 1;
case NOUVEAU_CAP_HW_IDXBUF:
so_data (so, 8);
/* Shared constant buffer */
- screen->constbuf = ws->buffer_create(ws, 0, 0, 128 * 4 * 4);
+ screen->constbuf = ws->_buffer_create(ws, 0, 0, 128 * 4 * 4);
if (nvws->res_init(&screen->vp_data_heap, 0, 128)) {
NOUVEAU_ERR("Error initialising constant buffer\n");
nv50_screen_destroy(&screen->pipe);
* blocks. At some point we *may* want to go the NVIDIA way of doing
* things?
*/
- screen->tic = ws->buffer_create(ws, 0, 0, 32 * 8 * 4);
+ screen->tic = ws->_buffer_create(ws, 0, 0, 32 * 8 * 4);
so_method(so, screen->tesla, 0x1280, 3);
so_reloc (so, screen->tic, 0, NOUVEAU_BO_VRAM |
NOUVEAU_BO_RD | NOUVEAU_BO_HIGH, 0, 0);
NOUVEAU_BO_RD | NOUVEAU_BO_LOW, 0, 0);
so_data (so, 0x00000800);
- screen->tsc = ws->buffer_create(ws, 0, 0, 32 * 8 * 4);
+ screen->tsc = ws->_buffer_create(ws, 0, 0, 32 * 8 * 4);
so_method(so, screen->tesla, 0x1280, 3);
so_reloc (so, screen->tsc, 0, NOUVEAU_BO_VRAM |
NOUVEAU_BO_RD | NOUVEAU_BO_HIGH, 0, 0);