case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
return 16384; /* need investigate */
+ case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
+ return 1024;
+
case PIPE_SHADER_CAP_MAX_INPUTS:
return 16; /* attributes */
return LIMA_MAX_VARYING_NUM; /* varying */
case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
- return 4096; /* need investigate */
+ return 16 * 1024 * sizeof(float);
+
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
return 1;
case PIPE_SHADER_CAP_MAX_TEMPS:
return 256; /* need investigate */
+ case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
+ return 32;
+
default:
return 0;
}
case PIPE_SHADER_CAP_MAX_INPUTS:
return LIMA_MAX_VARYING_NUM - 1; /* varying, minus gl_Position */
+ case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
+ return 1024;
+
case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
- return 4096; /* need investigate */
+ return 16 * 1024 * sizeof(float);
+
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
return 1;
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
return 0;
+ case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
+ return 32;
+
default:
return 0;
}