We don't seem to have a way to generally handle gl_SkipComponents.
case PIPE_CAP_OCCLUSION_QUERY:
case PIPE_CAP_POINT_SPRITE:
case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
- case PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
case PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION:
case PIPE_CAP_COMPUTE:
case PIPE_CAP_DRAW_INDIRECT:
case PIPE_CAP_MEMOBJ:
case PIPE_CAP_LOAD_CONSTBUF:
case PIPE_CAP_TILE_RASTER_ORDER:
+ case PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
return 0;
/* Geometry shader output, unsupported. */