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authorErik Faye-Lund <[email protected]>2019-07-05 16:21:45 +0200
committerErik Faye-Lund <[email protected]>2019-07-10 15:49:57 +0200
commit21de1bf24ba6d65f1566c3b8b742636587c39697 (patch)
treedc5d76ceedbb1fb3823650bc219f78ac013014af /src/gallium/auxiliary/util
parent681fa03e8d290ab1ee49de3f2c35f3dbb11636dc (diff)
gallium: give vertex-shader saturate its own cap
Shader Model 3.0 is a big promise to make to the state-tracker, and for instance mobile hardware might support vertex-shader saturate but not some of the other features of SM3. So let's give this its own cap for simplicity. Signed-off-by: Erik Faye-Lund <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/util')
-rw-r--r--src/gallium/auxiliary/util/u_screen.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/util/u_screen.c b/src/gallium/auxiliary/util/u_screen.c
index 4b57c0c6342..4ee1b4f62af 100644
--- a/src/gallium/auxiliary/util/u_screen.c
+++ b/src/gallium/auxiliary/util/u_screen.c
@@ -372,6 +372,7 @@ u_pipe_screen_get_param_defaults(struct pipe_screen *pscreen,
case PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD:
case PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES:
+ case PIPE_CAP_VERTEX_SHADER_SATURATE:
return pscreen->get_param(pscreen, PIPE_CAP_SM3);
default: