case PIPE_CAP_ANISOTROPIC_FILTER:
case PIPE_CAP_SCALED_RESOLVE:
return 1;
+ case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
case PIPE_CAP_SEAMLESS_CUBE_MAP:
return nv50_screen(pscreen)->tesla->grclass >= NVA0_3D;
case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
return 1;
case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
return 0;
+ case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
+ return 128;
+ case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
+ return 32;
case PIPE_CAP_BLEND_EQUATION_SEPARATE:
case PIPE_CAP_INDEP_BLEND_ENABLE:
return 1;
case PIPE_CAP_CONDITIONAL_RENDER:
case PIPE_CAP_TEXTURE_BARRIER:
return 1;
+ case PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS:
+ case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
+ return 0; /* state trackers will know better */
default:
NOUVEAU_ERR("unknown PIPE_CAP %d\n", param);
return 0;
return 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
return 32;
+ case PIPE_SHADER_CAP_OUTPUT_READ:
+ return 0; /* maybe support this for fragment shaders ? */
default:
NOUVEAU_ERR("unknown PIPE_SHADER_CAP %d\n", param);
return 0;
case PIPE_CAP_CONDITIONAL_RENDER:
case PIPE_CAP_TEXTURE_BARRIER:
return 1;
+ case PIPE_CAP_TGSI_CAN_COMPACT_VARYINGS:
+ case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
+ return 0; /* state trackers will know better */
default:
NOUVEAU_ERR("unknown PIPE_CAP %d\n", param);
return 0;
return 1;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
return 32;
+ case PIPE_SHADER_CAP_OUTPUT_READ:
+ return 0; /* shader != PIPE_SHADER_TESSELLATION_CONTROL; */
default:
NOUVEAU_ERR("unknown PIPE_SHADER_CAP %d\n", param);
return 0;