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:
}
static int
-vc4_screen_get_shader_param(struct pipe_screen *pscreen, unsigned shader,
- enum pipe_shader_cap param)
+vc4_screen_get_shader_param(struct pipe_screen *pscreen,
+ enum pipe_shader_type shader,
+ enum pipe_shader_cap param)
{
if (shader != PIPE_SHADER_VERTEX &&
shader != PIPE_SHADER_FRAGMENT) {
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:
screen->fd = fd;
list_inithead(&screen->bo_cache.time_list);
- pipe_mutex_init(screen->bo_handles_mutex);
+ (void) mtx_init(&screen->bo_handles_mutex, mtx_plain);
screen->bo_handles = util_hash_table_create(handle_hash, handle_compare);
screen->has_control_flow =