return result.u;
case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS:
- return 16.0;
+ return 15.0;
default:
return 0;
case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
return 0;
+ case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
+ return 0;
+
default:
return 0;
}
return 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
return 16;
- case PIPE_SHADER_CAP_OUTPUT_READ:
- return 0;
}
break;
case PIPE_SHADER_VERTEX:
return 0;
case PIPE_SHADER_CAP_INTEGERS:
return 0;
- case PIPE_SHADER_CAP_OUTPUT_READ:
- return 0;
default:
break;
}
/* Often unsupported/problematic. This means we end up with the same
* visuals for all virtual hardware implementations.
*/
- case PIPE_FORMAT_B4G4R4A4_UNORM:
- case PIPE_FORMAT_B5G5R5A1_UNORM:
+ case SVGA3D_A4R4G4B4:
+ case SVGA3D_A1R5G5B5:
return FALSE;
default: