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author | Eric Anholt <[email protected]> | 2011-11-17 17:01:58 -0800 |
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committer | Eric Anholt <[email protected]> | 2011-11-29 16:44:51 -0800 |
commit | d2235b0f4681f75d562131d655a6d7b7033d2d8b (patch) | |
tree | 6fba9ad009aaffb6c131d7ef2a238bc417b12067 /docs/RELNOTES-4.0.3 | |
parent | f98bfb5d68423a4e57f78091c70288c0b558b8bd (diff) |
i965: Always handle GL_DEPTH_TEXTURE_MODE through the shader.
We were already doing it through the shader (layered underneath
GL_EXT_texture_swizzle) in the shadow compare case. This avoids
having per-format logic for switching out the surface format dependent
on the depth mode.
v2: Also do the swizzling for DEPTH_STENCIL. oops.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'docs/RELNOTES-4.0.3')
0 files changed, 0 insertions, 0 deletions