#include "svga_resource_texture.h"
#include "svga_resource.h"
#include "svga_debug.h"
-#include "svga_surface.h"
#include "svga3d_shaderdefs.h"
return svgascreen->use_ps30 ? 1 : 0;
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
return 1;
+ case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
+ return svgascreen->use_ps30 ? 1 : 0;
+ case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
+ return 0;
+ case PIPE_SHADER_CAP_SUBROUTINES:
+ return 0;
}
break;
case PIPE_SHADER_VERTEX:
return svgascreen->use_vs30 ? 1 : 0;
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
return 1;
+ case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
+ case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
+ return svgascreen->use_vs30 ? 1 : 0;
+ case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
+ return 0;
+ case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
+ return 1;
+ case PIPE_SHADER_CAP_SUBROUTINES:
+ return 0;
default:
break;
}
screen->fence_finish = svga_fence_finish;
svgascreen->sws = sws;
- svga_screen_init_surface_functions(screen);
svga_init_screen_resource_functions(svgascreen);
svgascreen->use_ps30 =