#define VIRGL_CAP_COMPUTE_SHADER (1 << 7)
#define VIRGL_CAP_FB_NO_ATTACH (1 << 8)
#define VIRGL_CAP_ROBUST_BUFFER_ACCESS (1 << 9)
+#define VIRGL_CAP_TGSI_FBFETCH (1 << 10)
#define VIRGL_BIND_DEPTH_STENCIL (1 << 0)
#define VIRGL_BIND_RENDER_TARGET (1 << 1)
return vscreen->caps.caps.v2.capability_bits & VIRGL_CAP_FB_NO_ATTACH;
case PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR:
return vscreen->caps.caps.v2.capability_bits & VIRGL_CAP_ROBUST_BUFFER_ACCESS;
+ case PIPE_CAP_TGSI_FS_FBFETCH:
+ return vscreen->caps.caps.v2.capability_bits & VIRGL_CAP_TGSI_FBFETCH;
case PIPE_CAP_TEXTURE_GATHER_SM5:
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
case PIPE_CAP_FAKE_SW_MSAA:
case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
- case PIPE_CAP_TGSI_FS_FBFETCH:
case PIPE_CAP_TGSI_MUL_ZERO_WINS:
case PIPE_CAP_INT64:
case PIPE_CAP_INT64_DIVMOD: