case PIPE_CAP_TEXTURE_SHADOW_MAP:
case PIPE_CAP_BLEND_EQUATION_SEPARATE:
case PIPE_CAP_TWO_SIDED_STENCIL:
- case PIPE_CAP_USER_INDEX_BUFFERS:
case PIPE_CAP_TEXTURE_MULTISAMPLE:
case PIPE_CAP_TEXTURE_SWIZZLE:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
return vc4_screen(pscreen)->has_control_flow;
case PIPE_SHADER_CAP_MAX_INPUTS:
- if (shader == PIPE_SHADER_FRAGMENT)
- return 8;
- else
- return 16;
+ return 8;
case PIPE_SHADER_CAP_MAX_OUTPUTS:
return shader == PIPE_SHADER_FRAGMENT ? 1 : 8;
case PIPE_SHADER_CAP_MAX_TEMPS: