case PIPE_CAP_TEXTURE_SHADOW_MAP:
return 1;
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
- return 12; /* max 2Kx2K */
+ return 13; /* max 4Kx4K */
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
- return 8; /* max 128x128x128 */
+ return 9; /* max 256x256x256 */
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
- return 12; /* max 2Kx2K */
+ return 13; /* max 4Kx4K */
case PIPE_CAP_TGSI_CONT_SUPPORTED:
return 1;
+ case PIPE_CAP_BLEND_EQUATION_SEPARATE:
+ return 1;
default:
return 0;
}
{
const GLuint curr = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
- const GLuint newenabled = (!state)
- ? (texUnit->Enabled & ~bit) : (texUnit->Enabled | bit);
+ const GLbitfield newenabled = state
+ ? (texUnit->Enabled | texBit) : (texUnit->Enabled & ~texBit);
- if (!ctx->DrawBuffer->Visual.rgbMode || texUnit->Enabled == newenabled)
+ if (texUnit->Enabled == newenabled)
return GL_FALSE;
FLUSH_VERTICES(ctx, _NEW_TEXTURE);