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authorNicolai Hähnle <nicolai.haehnle@amd.com>2016-03-11 18:11:22 -0500
committerNicolai Hähnle <nicolai.haehnle@amd.com>2016-03-14 17:24:33 -0500
commite526f930aa5d1c6b022cde051bed40d5df9023d4 (patch)
treefd106b58b171a0f34f471e2b36c8af8d06ccac60 /src/gallium/docs/source
parent1c0cee87640506414be0e759f6ad6c74a3c7e5af (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.rst6
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
------------------------------------