case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
case PIPE_CAP_DEPTH_CLIP_DISABLE:
case PIPE_CAP_CLIP_HALFZ:
- return is_a3xx(screen) || is_a4xx(screen);
+ return is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen);
case PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY:
return 0;
case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
if (is_a3xx(screen)) return 16;
if (is_a4xx(screen)) return 32;
+ if (is_a5xx(screen)) return 32;
return 0;
case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
/* We could possibly emulate more by pretending 2d/rect textures and
*/
if (is_a3xx(screen)) return 8192;
if (is_a4xx(screen)) return 16384;
+ if (is_a5xx(screen)) return 16384;
return 0;
case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
case PIPE_CAP_START_INSTANCE:
case PIPE_CAP_SAMPLER_VIEW_TARGET:
case PIPE_CAP_TEXTURE_QUERY_LOD:
- return is_a4xx(screen);
+ return is_a4xx(screen) || is_a5xx(screen);
case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
return 64;
case PIPE_CAP_GLSL_FEATURE_LEVEL:
if (glsl120)
return 120;
+ // XXX temporary, avoid issues with glamor:
+ if (is_a5xx(screen))
+ return 120;
return is_ir3(screen) ? 140 : 120;
/* Unsupported features. */
return 11;
case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
- return (is_a3xx(screen) || is_a4xx(screen)) ? 256 : 0;
+ return (is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen)) ? 256 : 0;
/* Render targets. */
case PIPE_CAP_MAX_RENDER_TARGETS:
case PIPE_CAP_QUERY_BUFFER_OBJECT:
return 0;
case PIPE_CAP_OCCLUSION_QUERY:
- return is_a3xx(screen) || is_a4xx(screen);
+ return is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen);
case PIPE_CAP_QUERY_TIMESTAMP:
case PIPE_CAP_QUERY_TIME_ELAPSED:
/* only a4xx, requires new enough kernel so we know max_freq: */
* split between VS and FS. Use lower limit of 256 to
* avoid getting into impossible situations:
*/
- return ((is_a3xx(screen) || is_a4xx(screen)) ? 4096 : 64) * sizeof(float[4]);
+ return ((is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen)) ? 4096 : 64) * sizeof(float[4]);
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
return is_ir3(screen) ? 16 : 1;
case PIPE_SHADER_CAP_MAX_PREDS: