#define VIRGL_CAP_MEMORY_BARRIER (1 << 6)
#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_BIND_DEPTH_STENCIL (1 << 0)
#define VIRGL_BIND_RENDER_TARGET (1 << 1)
return vscreen->caps.caps.v2.capability_bits & VIRGL_CAP_TXQS;
case PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT:
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_TEXTURE_GATHER_SM5:
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
case PIPE_CAP_FAKE_SW_MSAA:
case PIPE_CAP_PCI_BUS:
case PIPE_CAP_PCI_DEVICE:
case PIPE_CAP_PCI_FUNCTION:
- case PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR:
case PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES:
case PIPE_CAP_TGSI_VOTE:
case PIPE_CAP_MAX_WINDOW_RECTANGLES: