gallium: separate out floating-point CAPs into its own enum
The motivation behind this is to add some self-documentation in the code about how each CAP can be used. The idea is: - enum pipe_cap is only valid in get_param - enum pipe_capf is only valid in get_paramf Which CAPs are floating-point have been determined based on how everybody except svga implemented the functions. svga have been modified to match all the other drivers. Besides that, the floating-point CAPs are now prefixed with PIPE_CAPF_.
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@@ -73,20 +73,26 @@ The integer capabilities:
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* ``PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER``: Whether the TGSI
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property FS_COORD_PIXEL_CENTER with value INTEGER is supported.
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The floating-point capabilities:
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* ``PIPE_CAP_MAX_LINE_WIDTH``: The maximum width of a regular line.
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* ``PIPE_CAP_MAX_LINE_WIDTH_AA``: The maximum width of a smoothed line.
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* ``PIPE_CAP_MAX_POINT_WIDTH``: The maximum width and height of a point.
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* ``PIPE_CAP_MAX_POINT_WIDTH_AA``: The maximum width and height of a smoothed point.
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* ``PIPE_CAP_MAX_TEXTURE_ANISOTROPY``: The maximum level of anisotropy that can be
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.. _pipe_capf:
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PIPE_CAPF_*
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^^^^^^^^^^^^^^^^
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The floating-point capabilities are:
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* ``PIPE_CAPF_MAX_LINE_WIDTH``: The maximum width of a regular line.
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* ``PIPE_CAPF_MAX_LINE_WIDTH_AA``: The maximum width of a smoothed line.
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* ``PIPE_CAPF_MAX_POINT_WIDTH``: The maximum width and height of a point.
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* ``PIPE_CAPF_MAX_POINT_WIDTH_AA``: The maximum width and height of a smoothed point.
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* ``PIPE_CAPF_MAX_TEXTURE_ANISOTROPY``: The maximum level of anisotropy that can be
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applied to anisotropically filtered textures.
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* ``PIPE_CAP_MAX_TEXTURE_LOD_BIAS``: The maximum :term:`LOD` bias that may be applied
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* ``PIPE_CAPF_MAX_TEXTURE_LOD_BIAS``: The maximum :term:`LOD` bias that may be applied
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to filtered textures.
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* ``PIPE_CAP_GUARD_BAND_LEFT``,
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``PIPE_CAP_GUARD_BAND_TOP``,
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``PIPE_CAP_GUARD_BAND_RIGHT``,
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``PIPE_CAP_GUARD_BAND_BOTTOM``: TODO
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* ``PIPE_CAPF_GUARD_BAND_LEFT``,
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``PIPE_CAPF_GUARD_BAND_TOP``,
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``PIPE_CAPF_GUARD_BAND_RIGHT``,
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``PIPE_CAPF_GUARD_BAND_BOTTOM``: TODO
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.. _pipe_shader_cap:
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