* Implementation capabilities/limits which are queried through
* pipe_screen::get_param() and pipe_screen::get_paramf().
*/
-#define PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS 1
-#define PIPE_CAP_NPOT_TEXTURES 2
-#define PIPE_CAP_TWO_SIDED_STENCIL 3
-#define PIPE_CAP_GLSL 4 /* XXX need something better */
-#define PIPE_CAP_DUAL_SOURCE_BLEND 5
-#define PIPE_CAP_ANISOTROPIC_FILTER 6
-#define PIPE_CAP_POINT_SPRITE 7
-#define PIPE_CAP_MAX_RENDER_TARGETS 8
-#define PIPE_CAP_OCCLUSION_QUERY 9
-#define PIPE_CAP_TEXTURE_SHADOW_MAP 10
-#define PIPE_CAP_MAX_TEXTURE_2D_LEVELS 11
-#define PIPE_CAP_MAX_TEXTURE_3D_LEVELS 12
-#define PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS 13
-#define PIPE_CAP_MAX_LINE_WIDTH 14
-#define PIPE_CAP_MAX_LINE_WIDTH_AA 15
-#define PIPE_CAP_MAX_POINT_WIDTH 16
-#define PIPE_CAP_MAX_POINT_WIDTH_AA 17
-#define PIPE_CAP_MAX_TEXTURE_ANISOTROPY 18
-#define PIPE_CAP_MAX_TEXTURE_LOD_BIAS 19
-#define PIPE_CAP_GUARD_BAND_LEFT 20 /*< float */
-#define PIPE_CAP_GUARD_BAND_TOP 21 /*< float */
-#define PIPE_CAP_GUARD_BAND_RIGHT 22 /*< float */
-#define PIPE_CAP_GUARD_BAND_BOTTOM 23 /*< float */
-#define PIPE_CAP_TEXTURE_MIRROR_CLAMP 24
-#define PIPE_CAP_TEXTURE_MIRROR_REPEAT 25
-#define PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS 26
-#define PIPE_CAP_TGSI_CONT_SUPPORTED 27
-#define PIPE_CAP_BLEND_EQUATION_SEPARATE 28
-#define PIPE_CAP_SM3 29 /*< Shader Model 3 supported */
-#define PIPE_CAP_MAX_PREDICATE_REGISTERS 30
-#define PIPE_CAP_MAX_COMBINED_SAMPLERS 31 /*< Maximum texture image units accessible from vertex
- and fragment shaders combined */
-#define PIPE_CAP_MAX_CONST_BUFFERS 32
-#define PIPE_CAP_MAX_CONST_BUFFER_SIZE 33 /*< In bytes */
-#define PIPE_CAP_INDEP_BLEND_ENABLE 34 /*< blend enables and write masks per rendertarget */
-#define PIPE_CAP_INDEP_BLEND_FUNC 35 /*< different blend funcs per rendertarget */
-#define PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT 36
-#define PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT 37
-#define PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER 38
-#define PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER 39
+enum pipe_cap {
+ PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS,
+ PIPE_CAP_NPOT_TEXTURES,
+ PIPE_CAP_TWO_SIDED_STENCIL,
+ PIPE_CAP_GLSL, /* XXX need something better */
+ PIPE_CAP_DUAL_SOURCE_BLEND,
+ PIPE_CAP_ANISOTROPIC_FILTER,
+ PIPE_CAP_POINT_SPRITE,
+ PIPE_CAP_MAX_RENDER_TARGETS,
+ PIPE_CAP_OCCLUSION_QUERY,
+ PIPE_CAP_TEXTURE_SHADOW_MAP,
+ PIPE_CAP_MAX_TEXTURE_2D_LEVELS,
+ PIPE_CAP_MAX_TEXTURE_3D_LEVELS,
+ PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS,
+ PIPE_CAP_MAX_LINE_WIDTH,
+ PIPE_CAP_MAX_LINE_WIDTH_AA,
+ PIPE_CAP_MAX_POINT_WIDTH,
+ PIPE_CAP_MAX_POINT_WIDTH_AA,
+ PIPE_CAP_MAX_TEXTURE_ANISOTROPY,
+ PIPE_CAP_MAX_TEXTURE_LOD_BIAS,
+ PIPE_CAP_GUARD_BAND_LEFT, /*< float */
+ PIPE_CAP_GUARD_BAND_TOP, /*< float */
+ PIPE_CAP_GUARD_BAND_RIGHT, /*< float */
+ PIPE_CAP_GUARD_BAND_BOTTOM, /*< float */
+ PIPE_CAP_TEXTURE_MIRROR_CLAMP,
+ PIPE_CAP_TEXTURE_MIRROR_REPEAT,
+ PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS,
+ PIPE_CAP_TGSI_CONT_SUPPORTED,
+ PIPE_CAP_BLEND_EQUATION_SEPARATE,
+ PIPE_CAP_SM3, /*< Shader Model, supported */
+ PIPE_CAP_MAX_PREDICATE_REGISTERS,
+ /** Maximum texture image units accessible from vertex and fragment shaders
+ * combined */
+ PIPE_CAP_MAX_COMBINED_SAMPLERS,
+ PIPE_CAP_MAX_CONST_BUFFERS,
+ PIPE_CAP_MAX_CONST_BUFFER_SIZE, /*< In bytes */
+ /** blend enables and write masks per rendertarget */
+ PIPE_CAP_INDEP_BLEND_ENABLE,
+ /** different blend funcs per rendertarget */
+ PIPE_CAP_INDEP_BLEND_FUNC,
+ PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT,
+ PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT,
+ PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER,
+ PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER,
+};
/**