PIPE_CAP_BLEND_EQUATION_SEPARATE,
PIPE_CAP_SM3, /*< Shader Model, supported */
PIPE_CAP_STREAM_OUTPUT,
+ PIPE_CAP_PRIMITIVE_RESTART,
/** Maximum texture image units accessible from vertex and fragment shaders
* combined */
PIPE_CAP_MAX_COMBINED_SAMPLERS,
PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT,
PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER,
PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER,
- PIPE_CAP_DEPTH_CLAMP
+ PIPE_CAP_DEPTH_CLAMP,
+ PIPE_CAP_SHADER_STENCIL_EXPORT,
};
/* Shader caps not specific to any single stage */