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author | Marek Olšák <[email protected]> | 2010-11-28 16:59:03 +0100 |
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committer | Marek Olšák <[email protected]> | 2010-11-28 17:45:39 +0100 |
commit | 5d4d8b6205af9a09e67f53631eefad77054aa8e9 (patch) | |
tree | e730d61f48f9b01ef3152559380bf4e45e4f780a /docs/sourcetree.html | |
parent | c6ea4c0e8a6aa84a590ae63da3eb06c08c7356ed (diff) |
u_blitter: interpolate clear color using a GENERIC varying instead of COLOR
There are also some u_simple_shaders changes.
On r300, the TGSI_SEMANTIC_COLOR varying is a fixed-point number clamped
to the range [0,1] and limited to 12 bits of precision. Therefore we can't
use it for passing through a clear color in order to clear high precision
texture formats.
This also makes u_blitter use only one vertex shader instead of two.
Diffstat (limited to 'docs/sourcetree.html')
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