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-rw-r--r--src/gallium/drivers/virgl/virgl_hw.h1
-rw-r--r--src/gallium/drivers/virgl/virgl_screen.c3
-rw-r--r--src/gallium/drivers/virgl/virgl_winsys.h1
3 files changed, 4 insertions, 1 deletions
diff --git a/src/gallium/drivers/virgl/virgl_hw.h b/src/gallium/drivers/virgl/virgl_hw.h
index 261b690f533..a2c70bf86b6 100644
--- a/src/gallium/drivers/virgl/virgl_hw.h
+++ b/src/gallium/drivers/virgl/virgl_hw.h
@@ -292,6 +292,7 @@ struct virgl_caps_v2 {
int32_t max_texture_gather_offset;
uint32_t texture_buffer_offset_alignment;
uint32_t uniform_buffer_offset_alignment;
+ uint32_t shader_buffer_offset_alignment;
};
union virgl_caps {
diff --git a/src/gallium/drivers/virgl/virgl_screen.c b/src/gallium/drivers/virgl/virgl_screen.c
index b5f5d9921af..e8d1c751779 100644
--- a/src/gallium/drivers/virgl/virgl_screen.c
+++ b/src/gallium/drivers/virgl/virgl_screen.c
@@ -211,6 +211,8 @@ virgl_get_param(struct pipe_screen *screen, enum pipe_cap param)
return vscreen->caps.caps.v1.bset.polygon_offset_clamp;
case PIPE_CAP_QUERY_SO_OVERFLOW:
return vscreen->caps.caps.v1.bset.transform_feedback_overflow_query;
+ case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
+ return vscreen->caps.caps.v2.shader_buffer_offset_alignment;
case PIPE_CAP_TEXTURE_GATHER_SM5:
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
case PIPE_CAP_FAKE_SW_MSAA:
@@ -236,7 +238,6 @@ virgl_get_param(struct pipe_screen *screen, enum pipe_cap param)
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_SHADER_BUFFER_OFFSET_ALIGNMENT:
case PIPE_CAP_INVALIDATE_BUFFER:
case PIPE_CAP_GENERATE_MIPMAP:
case PIPE_CAP_SURFACE_REINTERPRET_BLOCKS:
diff --git a/src/gallium/drivers/virgl/virgl_winsys.h b/src/gallium/drivers/virgl/virgl_winsys.h
index 690e610e199..83cb93138aa 100644
--- a/src/gallium/drivers/virgl/virgl_winsys.h
+++ b/src/gallium/drivers/virgl/virgl_winsys.h
@@ -134,5 +134,6 @@ static inline void virgl_ws_fill_new_caps_defaults(struct virgl_drm_caps *caps)
caps->caps.v2.max_texture_gather_offset = 7;
caps->caps.v2.texture_buffer_offset_alignment = 0;
caps->caps.v2.uniform_buffer_offset_alignment = 256;
+ caps->caps.v2.shader_buffer_offset_alignment = 32;
}
#endif