* with a NULL buffer). We need to use a dummy buffer instead. */
if (sctx->b.chip_class == CIK) {
sctx->null_const_buf.buffer = pipe_buffer_create(screen, PIPE_BIND_CONSTANT_BUFFER,
- PIPE_USAGE_STATIC, 16);
+ PIPE_USAGE_DEFAULT, 16);
sctx->null_const_buf.buffer_size = sctx->null_const_buf.buffer->width0;
for (shader = 0; shader < SI_NUM_SHADERS; shader++) {
case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
case PIPE_CAP_TGSI_VS_LAYER:
case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
+ case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
return 1;
case PIPE_CAP_TEXTURE_MULTISAMPLE:
case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
case PIPE_CAP_USER_VERTEX_BUFFERS:
case PIPE_CAP_CUBE_MAP_ARRAY:
+ case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
+ case PIPE_CAP_TEXTURE_GATHER_SM5:
return 0;
case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK:
case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
return sscreen->b.has_streamout ? 32*4 : 0;
+ /* Geometry shader output. */
+ case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
+ return 1024;
+ case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
+ return 4095;
+
/* Texturing. */
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
return 15;
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
return 16384;
- case PIPE_CAP_MAX_COMBINED_SAMPLERS:
- return HAVE_LLVM >= 0x0305 ? 48 : 32;
/* Render targets. */
case PIPE_CAP_MAX_RENDER_TARGETS: