return 1;
case PIPE_SHADER_CAP_MAX_TEMPS:
return is_r500 ? 128 : is_r400 ? 64 : 32;
- case PIPE_SHADER_CAP_MAX_ADDRS:
- return 0;
case PIPE_SHADER_CAP_MAX_PREDS:
return is_r500 ? 1 : 0;
+ case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
+ return r300screen->caps.num_tex_units;
+ case PIPE_SHADER_CAP_MAX_ADDRS:
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
case PIPE_SHADER_CAP_INTEGERS:
case PIPE_SHADER_CAP_OUTPUT_READ:
return 0;
- case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
- return r300screen->caps.num_tex_units;
}
break;
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
return is_r500 ? 1024 : 256;
- case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
- case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
- return 0;
case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
return is_r500 ? 4 : 0; /* For loops; not sure about conditionals. */
case PIPE_SHADER_CAP_MAX_INPUTS:
return is_r500 ? 4 : 0; /* XXX guessed. */
case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
return 1;
+ case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
+ case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
case PIPE_SHADER_CAP_SUBROUTINES:
case PIPE_SHADER_CAP_INTEGERS:
+ case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_OUTPUT_READ:
return 0;
}