Use the max 2D/rect texture size as the limit. If that's not true
for some devices we'll need new PIPE_CAP_ queries.
c->MaxTextureUnits = _min(c->MaxTextureImageUnits, c->MaxTextureCoordUnits);
+ /* Define max viewport size and max renderbuffer size in terms of
+ * max texture size (note: max tex RECT size = max tex 2D size).
+ * If this isn't true for some hardware we'll need new PIPE_CAP_ queries.
+ */
+ c->MaxViewportWidth =
+ c->MaxViewportHeight =
+ c->MaxRenderbufferSize = c->MaxTextureRectSize;
+
c->MaxDrawBuffers
= _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
1, MAX_DRAW_BUFFERS);