case PIPE_CAP_TWO_SIDED_STENCIL:
return 1;
case PIPE_CAP_GLSL:
+ case PIPE_CAP_SM3:
return 1;
case PIPE_CAP_ANISOTROPIC_FILTER:
return 1;
return 1;
case PIPE_CAP_TIMER_QUERY:
return 0;
+ case PIPE_CAP_STREAM_OUTPUT:
+ return 0;
case PIPE_CAP_TEXTURE_SHADOW_MAP:
return 1;
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
switch(shader) {
case PIPE_SHADER_FRAGMENT:
case PIPE_SHADER_VERTEX:
- case PIPE_SHADER_GEOMETRY:
break;
+ case PIPE_SHADER_GEOMETRY:
default:
return 0;
}
return 64 / 4;
case PIPE_SHADER_CAP_MAX_CONSTS:
return 65536 / 16;
+ case PIPE_SHADER_CAP_MAX_CONST_BUFFERS: /* 16 - 1, but not implemented */
+ return 1;
case PIPE_SHADER_CAP_MAX_ADDRS: /* no spilling atm */
return 1;
case PIPE_SHADER_CAP_MAX_PREDS: /* not yet handled */