return sws->have_vgpu10 ? 1024 : 0;
case PIPE_CAP_PRIMITIVE_RESTART:
+ case PIPE_CAP_PRIMITIVE_RESTART_FIXED_INDEX:
return 1; /* may be a sw fallback, depending on restart index */
case PIPE_CAP_GENERATE_MIPMAP:
case PIPE_SHADER_CAP_FP16:
case PIPE_SHADER_CAP_FP16_DERIVATIVES:
case PIPE_SHADER_CAP_INT16:
+ case PIPE_SHADER_CAP_GLSL_16BIT_TEMPS:
return 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
case PIPE_SHADER_CAP_FP16:
case PIPE_SHADER_CAP_FP16_DERIVATIVES:
case PIPE_SHADER_CAP_INT16:
+ case PIPE_SHADER_CAP_GLSL_16BIT_TEMPS:
return 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
else if (shader == PIPE_SHADER_GEOMETRY)
return VGPU10_MAX_GS_INPUTS;
else if (shader == PIPE_SHADER_TESS_CTRL)
- return VGPU11_MAX_HS_INPUTS;
+ return VGPU11_MAX_HS_INPUT_CONTROL_POINTS;
else if (shader == PIPE_SHADER_TESS_EVAL)
return VGPU11_MAX_DS_INPUT_CONTROL_POINTS;
else
case PIPE_SHADER_CAP_FP16:
case PIPE_SHADER_CAP_FP16_DERIVATIVES:
case PIPE_SHADER_CAP_INT16:
+ case PIPE_SHADER_CAP_GLSL_16BIT_TEMPS:
return FALSE;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS: