uint32_t uniform_buffer_offset_alignment;
uint32_t shader_buffer_offset_alignment;
uint32_t capability_bits;
- uint32_t msaa_sample_positions[8];
+ uint32_t msaa_sample_positions[8];
+ uint32_t max_vertex_attrib_stride;
};
union virgl_caps {
return vscreen->caps.caps.v2.max_shader_patch_varyings;
case PIPE_CAP_SAMPLER_VIEW_TARGET:
return vscreen->caps.caps.v2.capability_bits & VIRGL_CAP_TEXTURE_VIEW;
+ case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
+ return vscreen->caps.caps.v2.max_vertex_attrib_stride;
case PIPE_CAP_TEXTURE_GATHER_SM5:
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
case PIPE_CAP_FAKE_SW_MSAA:
case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION:
case PIPE_CAP_MULTI_DRAW_INDIRECT:
case PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS:
- case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
case PIPE_CAP_CLIP_HALFZ:
case PIPE_CAP_VERTEXID_NOBASE:
case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
caps->caps.v2.uniform_buffer_offset_alignment = 256;
caps->caps.v2.shader_buffer_offset_alignment = 32;
caps->caps.v2.capability_bits = 0;
+ caps->caps.v2.max_vertex_attrib_stride = 0;
}
#endif