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author | Nicolai Hähnle <nicolai.haehnle@amd.com> | 2016-03-11 18:11:22 -0500 |
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committer | Nicolai Hähnle <nicolai.haehnle@amd.com> | 2016-03-14 17:24:33 -0500 |
commit | e526f930aa5d1c6b022cde051bed40d5df9023d4 (patch) | |
tree | fd106b58b171a0f34f471e2b36c8af8d06ccac60 /src/gallium/docs/source | |
parent | 1c0cee87640506414be0e759f6ad6c74a3c7e5af (diff) |
tgsi: add TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Diffstat (limited to 'src/gallium/docs/source')
-rw-r--r-- | src/gallium/docs/source/tgsi.rst | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index 489cbb0bc2..af2df2251d 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -3206,6 +3206,12 @@ NUM_CULLDIST_ENABLED How many cull distance scalar outputs are enabled. +FS_EARLY_DEPTH_STENCIL +"""""""""""""""""""""" + +Whether depth test, stencil test, and occlusion query should run before +the fragment shader (regardless of fragment shader side effects). Corresponds +to GLSL early_fragment_tests. Texture Sampling and Texture Formats ------------------------------------ |