We don't actually do them (or even fake them) currently, but it does get
us a bunch of unrelated glean glsl1 tests passing, which previously would
error out due to glean assuming the minimums on a 3D texture that 2 of the
subtests use.
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
return VC4_MAX_MIP_LEVELS;
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
- return 1;
+ /* Note: Not supported in hardware, just faking it. */
+ return 5;
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
return 0;