/** Texture types.
* See the documentation for info on PIPE_TEXTURE_RECT vs PIPE_TEXTURE_2D */
enum pipe_texture_target {
- PIPE_BUFFER = 0,
- PIPE_TEXTURE_1D = 1,
- PIPE_TEXTURE_2D = 2,
- PIPE_TEXTURE_3D = 3,
- PIPE_TEXTURE_CUBE = 4,
- PIPE_TEXTURE_RECT = 5,
+ PIPE_BUFFER = 0,
+ PIPE_TEXTURE_1D = 1,
+ PIPE_TEXTURE_2D = 2,
+ PIPE_TEXTURE_3D = 3,
+ PIPE_TEXTURE_CUBE = 4,
+ PIPE_TEXTURE_RECT = 5,
+ PIPE_TEXTURE_1D_ARRAY = 6,
+ PIPE_TEXTURE_2D_ARRAY = 7,
PIPE_MAX_TEXTURE_TYPES
};
#define PIPE_TEX_COMPARE_NONE 0
#define PIPE_TEX_COMPARE_R_TO_TEXTURE 1
-
-/**
- * Surface layout -- a hint? Or some driver-internal poking out into
- * the interface?
- */
-#define PIPE_SURFACE_LAYOUT_LINEAR 0
-
-
/**
* Clear buffer bits
*/
* Resource binding flags -- state tracker must specify in advance all
* the ways a resource might be used.
*/
-#define PIPE_BIND_DEPTH_STENCIL (1 << 0) /* get_tex_surface */
-#define PIPE_BIND_RENDER_TARGET (1 << 1) /* get_tex_surface */
-#define PIPE_BIND_SAMPLER_VIEW (1 << 2) /* get_sampler_view */
+#define PIPE_BIND_DEPTH_STENCIL (1 << 0) /* create_surface */
+#define PIPE_BIND_RENDER_TARGET (1 << 1) /* create_surface */
+#define PIPE_BIND_SAMPLER_VIEW (1 << 2) /* create_sampler_view */
#define PIPE_BIND_VERTEX_BUFFER (1 << 3) /* set_vertex_buffers */
#define PIPE_BIND_INDEX_BUFFER (1 << 4) /* draw_elements */
#define PIPE_BIND_CONSTANT_BUFFER (1 << 5) /* set_constant_buffer */
PIPE_CAP_BLEND_EQUATION_SEPARATE,
PIPE_CAP_SM3, /*< Shader Model, supported */
PIPE_CAP_STREAM_OUTPUT,
+ PIPE_CAP_PRIMITIVE_RESTART,
/** Maximum texture image units accessible from vertex and fragment shaders
* combined */
PIPE_CAP_MAX_COMBINED_SAMPLERS,
/** different blend funcs per rendertarget */
PIPE_CAP_INDEP_BLEND_FUNC,
PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE,
+ PIPE_CAP_ARRAY_TEXTURES,
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,
- PIPE_CAP_DEPTH_CLAMP
+ PIPE_CAP_DEPTH_CLAMP,
+ PIPE_CAP_SHADER_STENCIL_EXPORT,
};
/* Shader caps not specific to any single stage */
PIPE_SHADER_CAP_MAX_TEMPS,
PIPE_SHADER_CAP_MAX_ADDRS,
PIPE_SHADER_CAP_MAX_PREDS,
+ /* boolean caps */
PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED,
+ PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR,
+ PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR,
+ PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR,
+ PIPE_SHADER_CAP_INDIRECT_CONST_ADDR,
+ PIPE_SHADER_CAP_SUBROUTINES, /* BGNSUB, ENDSUB, CAL, RET */
};
/**
#define PIPE_REFERENCED_FOR_READ (1 << 0)
#define PIPE_REFERENCED_FOR_WRITE (1 << 1)
-
enum pipe_video_codec
{
PIPE_VIDEO_CODEC_UNKNOWN = 0,