Esempio n. 1
0
void
fd_state_init(struct pipe_context *pctx)
{
	pctx->set_blend_color = fd_set_blend_color;
	pctx->set_stencil_ref = fd_set_stencil_ref;
	pctx->set_clip_state = fd_set_clip_state;
	pctx->set_sample_mask = fd_set_sample_mask;
	pctx->set_min_samples = fd_set_min_samples;
	pctx->set_constant_buffer = fd_set_constant_buffer;
	pctx->set_shader_buffers = fd_set_shader_buffers;
	pctx->set_shader_images = fd_set_shader_images;
	pctx->set_framebuffer_state = fd_set_framebuffer_state;
	pctx->set_polygon_stipple = fd_set_polygon_stipple;
	pctx->set_scissor_states = fd_set_scissor_states;
	pctx->set_viewport_states = fd_set_viewport_states;

	pctx->set_vertex_buffers = fd_set_vertex_buffers;

	pctx->bind_blend_state = fd_blend_state_bind;
	pctx->delete_blend_state = fd_blend_state_delete;

	pctx->bind_rasterizer_state = fd_rasterizer_state_bind;
	pctx->delete_rasterizer_state = fd_rasterizer_state_delete;

	pctx->bind_depth_stencil_alpha_state = fd_zsa_state_bind;
	pctx->delete_depth_stencil_alpha_state = fd_zsa_state_delete;

	pctx->create_vertex_elements_state = fd_vertex_state_create;
	pctx->delete_vertex_elements_state = fd_vertex_state_delete;
	pctx->bind_vertex_elements_state = fd_vertex_state_bind;

	pctx->create_stream_output_target = fd_create_stream_output_target;
	pctx->stream_output_target_destroy = fd_stream_output_target_destroy;
	pctx->set_stream_output_targets = fd_set_stream_output_targets;

	if (has_compute(fd_screen(pctx->screen))) {
		pctx->bind_compute_state = fd_bind_compute_state;
		pctx->set_compute_resources = fd_set_compute_resources;
		pctx->set_global_binding = fd_set_global_binding;
	}
}
Esempio n. 2
0
/* TODO depending on how much the limits differ for a3xx/a4xx, maybe move this
 * into per-generation backend?
 */
static int
fd_get_compute_param(struct pipe_screen *pscreen, enum pipe_shader_ir ir_type,
		enum pipe_compute_cap param, void *ret)
{
	struct fd_screen *screen = fd_screen(pscreen);
	const char * const ir = "ir3";

	if (!has_compute(screen))
		return 0;

#define RET(x) do {                  \
   if (ret)                          \
      memcpy(ret, x, sizeof(x));     \
   return sizeof(x);                 \
} while (0)

	switch (param) {
	case PIPE_COMPUTE_CAP_ADDRESS_BITS:
// don't expose 64b pointer support yet, until ir3 supports 64b
// math, otherwise spir64 target is used and we get 64b pointer
// calculations that we can't do yet
//		if (is_a5xx(screen))
//			RET((uint32_t []){ 64 });
		RET((uint32_t []){ 32 });

	case PIPE_COMPUTE_CAP_IR_TARGET:
		if (ret)
			sprintf(ret, ir);
		return strlen(ir) * sizeof(char);

	case PIPE_COMPUTE_CAP_GRID_DIMENSION:
		RET((uint64_t []) { 3 });

	case PIPE_COMPUTE_CAP_MAX_GRID_SIZE:
		RET(((uint64_t []) { 65535, 65535, 65535 }));

	case PIPE_COMPUTE_CAP_MAX_BLOCK_SIZE:
		RET(((uint64_t []) { 1024, 1024, 64 }));

	case PIPE_COMPUTE_CAP_MAX_THREADS_PER_BLOCK:
		RET((uint64_t []) { 1024 });

	case PIPE_COMPUTE_CAP_MAX_GLOBAL_SIZE:
		RET((uint64_t []) { screen->ram_size });

	case PIPE_COMPUTE_CAP_MAX_LOCAL_SIZE:
		RET((uint64_t []) { 32768 });

	case PIPE_COMPUTE_CAP_MAX_PRIVATE_SIZE:
	case PIPE_COMPUTE_CAP_MAX_INPUT_SIZE:
		RET((uint64_t []) { 4096 });

	case PIPE_COMPUTE_CAP_MAX_MEM_ALLOC_SIZE:
		RET((uint64_t []) { screen->ram_size });

	case PIPE_COMPUTE_CAP_MAX_CLOCK_FREQUENCY:
		RET((uint32_t []) { screen->max_freq / 1000000 });

	case PIPE_COMPUTE_CAP_MAX_COMPUTE_UNITS:
		RET((uint32_t []) { 9999 });  // TODO

	case PIPE_COMPUTE_CAP_IMAGES_SUPPORTED:
		RET((uint32_t []) { 1 });

	case PIPE_COMPUTE_CAP_SUBGROUP_SIZE:
		RET((uint32_t []) { 32 });  // TODO

	case PIPE_COMPUTE_CAP_MAX_VARIABLE_THREADS_PER_BLOCK:
		RET((uint64_t []) { 1024 }); // TODO
	}

	return 0;
}
Esempio n. 3
0
static int
fd_screen_get_shader_param(struct pipe_screen *pscreen,
		enum pipe_shader_type shader,
		enum pipe_shader_cap param)
{
	struct fd_screen *screen = fd_screen(pscreen);

	switch(shader)
	{
	case PIPE_SHADER_FRAGMENT:
	case PIPE_SHADER_VERTEX:
		break;
	case PIPE_SHADER_COMPUTE:
		if (has_compute(screen))
			break;
		return 0;
	case PIPE_SHADER_GEOMETRY:
		/* maye we could emulate.. */
		return 0;
	default:
		DBG("unknown shader type %d", shader);
		return 0;
	}

	/* this is probably not totally correct.. but it's a start: */
	switch (param) {
	case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
	case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
		return 16384;
	case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
		return 8; /* XXX */
	case PIPE_SHADER_CAP_MAX_INPUTS:
	case PIPE_SHADER_CAP_MAX_OUTPUTS:
		return 16;
	case PIPE_SHADER_CAP_MAX_TEMPS:
		return 64; /* Max native temporaries. */
	case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
		/* NOTE: seems to be limit for a3xx is actually 512 but
		 * split between VS and FS.  Use lower limit of 256 to
		 * avoid getting into impossible situations:
		 */
		return ((is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen)) ? 4096 : 64) * sizeof(float[4]);
	case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
		return is_ir3(screen) ? 16 : 1;
	case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
		return 1;
	case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
		/* Technically this should be the same as for TEMP/CONST, since
		 * everything is just normal registers.  This is just temporary
		 * hack until load_input/store_output handle arrays in a similar
		 * way as load_var/store_var..
		 */
		return 0;
	case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
	case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
		/* a2xx compiler doesn't handle indirect: */
		return is_ir3(screen) ? 1 : 0;
	case PIPE_SHADER_CAP_SUBROUTINES:
	case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED:
	case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE:
		return 0;
	case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED:
		return 1;
	case PIPE_SHADER_CAP_INTEGERS:
		if (glsl120)
			return 0;
		return is_ir3(screen) ? 1 : 0;
	case PIPE_SHADER_CAP_INT64_ATOMICS:
		return 0;
	case PIPE_SHADER_CAP_FP16:
		return 0;
	case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
	case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
		return 16;
	case PIPE_SHADER_CAP_PREFERRED_IR:
		if (is_ir3(screen))
			return PIPE_SHADER_IR_NIR;
		return PIPE_SHADER_IR_TGSI;
	case PIPE_SHADER_CAP_SUPPORTED_IRS:
		if (is_ir3(screen)) {
			return (1 << PIPE_SHADER_IR_NIR) | (1 << PIPE_SHADER_IR_TGSI);
		} else {
			return (1 << PIPE_SHADER_IR_TGSI);
		}
		return 0;
	case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
		return 32;
	case PIPE_SHADER_CAP_LOWER_IF_THRESHOLD:
	case PIPE_SHADER_CAP_TGSI_SKIP_MERGE_REGISTERS:
	case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS:
	case PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS:
		return 0;
	case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
	case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
		if (is_a5xx(screen)) {
			/* a5xx (and a4xx for that matter) has one state-block
			 * for compute-shader SSBO's and another that is shared
			 * by VS/HS/DS/GS/FS..  so to simplify things for now
			 * just advertise SSBOs for FS and CS.  We could possibly
			 * do what blob does, and partition the space for
			 * VS/HS/DS/GS/FS.  The blob advertises:
			 *
			 *   GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: 4
			 *   GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: 24
			 *   GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: 24
			 *
			 * I think that way we could avoid having to patch shaders
			 * for actual SSBO indexes by using a static partitioning.
			 *
			 * Note same state block is used for images and buffers,
			 * but images also need texture state for read access
			 * (isam/isam.3d)
			 */
			switch(shader)
			{
			case PIPE_SHADER_FRAGMENT:
			case PIPE_SHADER_COMPUTE:
				return 24;
			default:
				return 0;
			}
		}
		return 0;
	}
	debug_printf("unknown shader param %d\n", param);
	return 0;
}
Esempio n. 4
0
/*
TODO either move caps to a2xx/a3xx specific code, or maybe have some
tables for things that differ if the delta is not too much..
 */
static int
fd_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
{
	struct fd_screen *screen = fd_screen(pscreen);

	/* this is probably not totally correct.. but it's a start: */
	switch (param) {
	/* Supported features (boolean caps). */
	case PIPE_CAP_NPOT_TEXTURES:
	case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
	case PIPE_CAP_ANISOTROPIC_FILTER:
	case PIPE_CAP_POINT_SPRITE:
	case PIPE_CAP_BLEND_EQUATION_SEPARATE:
	case PIPE_CAP_TEXTURE_SWIZZLE:
	case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
	case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
	case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
	case PIPE_CAP_SEAMLESS_CUBE_MAP:
	case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
	case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
	case PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
	case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
	case PIPE_CAP_STRING_MARKER:
	case PIPE_CAP_MIXED_COLOR_DEPTH_BITS:
	case PIPE_CAP_TEXTURE_BARRIER:
	case PIPE_CAP_INVALIDATE_BUFFER:
		return 1;

	case PIPE_CAP_VERTEXID_NOBASE:
		return is_a3xx(screen) || is_a4xx(screen);

	case PIPE_CAP_COMPUTE:
		return has_compute(screen);

	case PIPE_CAP_SHADER_STENCIL_EXPORT:
	case PIPE_CAP_TGSI_TEXCOORD:
	case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
	case PIPE_CAP_TEXTURE_MULTISAMPLE:
	case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
	case PIPE_CAP_QUERY_MEMORY_INFO:
	case PIPE_CAP_PCI_GROUP:
	case PIPE_CAP_PCI_BUS:
	case PIPE_CAP_PCI_DEVICE:
	case PIPE_CAP_PCI_FUNCTION:
		return 0;

	case PIPE_CAP_SM3:
	case PIPE_CAP_PRIMITIVE_RESTART:
	case PIPE_CAP_TGSI_INSTANCEID:
	case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
	case PIPE_CAP_INDEP_BLEND_ENABLE:
	case PIPE_CAP_INDEP_BLEND_FUNC:
	case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
	case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
	case PIPE_CAP_CONDITIONAL_RENDER:
	case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
	case PIPE_CAP_FAKE_SW_MSAA:
	case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
	case PIPE_CAP_CLIP_HALFZ:
		return is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen);

	case PIPE_CAP_DEPTH_CLIP_DISABLE:
		return is_a3xx(screen) || is_a4xx(screen);

	case PIPE_CAP_POLYGON_OFFSET_CLAMP:
		return is_a5xx(screen);

	case PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY:
		return 0;
	case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
		if (is_a3xx(screen)) return 16;
		if (is_a4xx(screen)) return 32;
		if (is_a5xx(screen)) return 32;
		return 0;
	case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
		/* We could possibly emulate more by pretending 2d/rect textures and
		 * splitting high bits of index into 2nd dimension..
		 */
		if (is_a3xx(screen)) return 8192;
		if (is_a4xx(screen)) return 16384;
		if (is_a5xx(screen)) return 16384;
		return 0;

	case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
	case PIPE_CAP_CUBE_MAP_ARRAY:
	case PIPE_CAP_SAMPLER_VIEW_TARGET:
	case PIPE_CAP_TEXTURE_QUERY_LOD:
		return is_a4xx(screen) || is_a5xx(screen);

	case PIPE_CAP_START_INSTANCE:
		/* Note that a5xx can do this, it just can't (at least with
		 * current firmware) do draw_indirect with base_instance.
		 * Since draw_indirect is needed sooner (gles31 and gl40 vs
		 * gl42), hide base_instance on a5xx.  :-/
		 */
		return is_a4xx(screen);

	case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
		return 64;

	case PIPE_CAP_GLSL_FEATURE_LEVEL:
		if (glsl120)
			return 120;
		return is_ir3(screen) ? 140 : 120;

	case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
		if (is_a5xx(screen))
			return 4;
		return 0;

	case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
		if (is_a4xx(screen) || is_a5xx(screen))
			return 4;
		return 0;

	/* Unsupported features. */
	case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
	case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
	case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
	case PIPE_CAP_USER_VERTEX_BUFFERS:
	case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
	case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK:
	case PIPE_CAP_TGSI_VS_LAYER_VIEWPORT:
	case PIPE_CAP_TEXTURE_GATHER_SM5:
	case PIPE_CAP_SAMPLE_SHADING:
	case PIPE_CAP_TEXTURE_GATHER_OFFSETS:
	case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION:
	case PIPE_CAP_MULTI_DRAW_INDIRECT:
	case PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS:
	case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
	case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
	case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
	case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
	case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
	case PIPE_CAP_DEPTH_BOUNDS_TEST:
	case PIPE_CAP_TGSI_TXQS:
	/* TODO if we need this, do it in nir/ir3 backend to avoid breaking precompile: */
	case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
	case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
	case PIPE_CAP_CLEAR_TEXTURE:
	case PIPE_CAP_DRAW_PARAMETERS:
	case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
	case PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL:
	case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
	case PIPE_CAP_GENERATE_MIPMAP:
	case PIPE_CAP_SURFACE_REINTERPRET_BLOCKS:
	case PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR:
	case PIPE_CAP_CULL_DISTANCE:
	case PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES:
	case PIPE_CAP_TGSI_VOTE:
	case PIPE_CAP_MAX_WINDOW_RECTANGLES:
	case PIPE_CAP_POLYGON_OFFSET_UNITS_UNSCALED:
	case PIPE_CAP_VIEWPORT_SUBPIXEL_BITS:
	case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
	case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
	case PIPE_CAP_TGSI_FS_FBFETCH:
	case PIPE_CAP_TGSI_MUL_ZERO_WINS:
	case PIPE_CAP_DOUBLES:
	case PIPE_CAP_INT64:
	case PIPE_CAP_INT64_DIVMOD:
	case PIPE_CAP_TGSI_TEX_TXF_LZ:
	case PIPE_CAP_TGSI_CLOCK:
	case PIPE_CAP_POLYGON_MODE_FILL_RECTANGLE:
	case PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE:
	case PIPE_CAP_TGSI_BALLOT:
	case PIPE_CAP_TGSI_TES_LAYER_VIEWPORT:
	case PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX:
	case PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION:
	case PIPE_CAP_POST_DEPTH_COVERAGE:
	case PIPE_CAP_BINDLESS_TEXTURE:
	case PIPE_CAP_NIR_SAMPLERS_AS_DEREF:
	case PIPE_CAP_QUERY_SO_OVERFLOW:
	case PIPE_CAP_MEMOBJ:
	case PIPE_CAP_TGSI_ANY_REG_AS_ADDRESS:
	case PIPE_CAP_TILE_RASTER_ORDER:
	case PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
	case PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET:
	case PIPE_CAP_FENCE_SIGNAL:
	case PIPE_CAP_CONSTBUF0_FLAGS:
		return 0;

	case PIPE_CAP_CONTEXT_PRIORITY_MASK:
		return screen->priority_mask;

	case PIPE_CAP_DRAW_INDIRECT:
		if (is_a4xx(screen) || is_a5xx(screen))
			return 1;
		return 0;

	case PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT:
		if (is_a4xx(screen) || is_a5xx(screen))
			return 1;
		return 0;

	case PIPE_CAP_LOAD_CONSTBUF:
		/* name is confusing, but this turns on std430 packing */
		if (is_ir3(screen))
			return 1;
		return 0;

	case PIPE_CAP_MAX_VIEWPORTS:
		return 1;

	case PIPE_CAP_SHAREABLE_SHADERS:
	case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
	/* manage the variants for these ourself, to avoid breaking precompile: */
	case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
	case PIPE_CAP_VERTEX_COLOR_CLAMPED:
		if (is_ir3(screen))
			return 1;
		return 0;

	/* Stream output. */
	case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
		if (is_ir3(screen))
			return PIPE_MAX_SO_BUFFERS;
		return 0;
	case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
	case PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
		if (is_ir3(screen))
			return 1;
		return 0;
	case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
	case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
		if (is_ir3(screen))
			return 16 * 4;   /* should only be shader out limit? */
		return 0;

	/* Geometry shader output, unsupported. */
	case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
	case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
	case PIPE_CAP_MAX_VERTEX_STREAMS:
		return 0;

	case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
		return 2048;

	/* Texturing. */
	case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
	case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
		return MAX_MIP_LEVELS;
	case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
		return 11;

	case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
		return (is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen)) ? 256 : 0;

	/* Render targets. */
	case PIPE_CAP_MAX_RENDER_TARGETS:
		return screen->max_rts;
	case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
		return is_a3xx(screen) ? 1 : 0;

	/* Queries. */
	case PIPE_CAP_QUERY_BUFFER_OBJECT:
		return 0;
	case PIPE_CAP_OCCLUSION_QUERY:
		return is_a3xx(screen) || is_a4xx(screen) || is_a5xx(screen);
	case PIPE_CAP_QUERY_TIMESTAMP:
	case PIPE_CAP_QUERY_TIME_ELAPSED:
		/* only a4xx, requires new enough kernel so we know max_freq: */
		return (screen->max_freq > 0) && (is_a4xx(screen) || is_a5xx(screen));

	case PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET:
	case PIPE_CAP_MIN_TEXEL_OFFSET:
		return -8;

	case PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET:
	case PIPE_CAP_MAX_TEXEL_OFFSET:
		return 7;

	case PIPE_CAP_ENDIANNESS:
		return PIPE_ENDIAN_LITTLE;

	case PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT:
		return 64;

	case PIPE_CAP_VENDOR_ID:
		return 0x5143;
	case PIPE_CAP_DEVICE_ID:
		return 0xFFFFFFFF;
	case PIPE_CAP_ACCELERATED:
		return 1;
	case PIPE_CAP_VIDEO_MEMORY:
		DBG("FINISHME: The value returned is incorrect\n");
		return 10;
	case PIPE_CAP_UMA:
		return 1;
	case PIPE_CAP_NATIVE_FENCE_FD:
		return fd_device_version(screen->dev) >= FD_VERSION_FENCE_FD;
	}
	debug_printf("unknown param %d\n", param);
	return 0;
}