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authorEric Anholt <[email protected]>2010-08-17 15:07:22 -0700
committerEric Anholt <[email protected]>2010-08-17 16:39:17 -0700
commita58514cc9c5cc5867f9140700462c5ac5749550d (patch)
treef600748cd63f801d9a55f2a4f92d03e539fce07b /doxygen/vbo.doxy
parentbdc0e5285a3d7d29b953970e43ca548cbc4e7e30 (diff)
i915: Enable ARB_fragment_shader by default.
Now that we have glsl2 with if flattening in place, most shaders will just work. Remaining failing shaders will mostly be due to loop unrolling (in progress), some possible if flattening failures in inlining functions (planning on fixing), and the register/instruction count limits. While the GLSL and GLSL-ES specs say that shaders shouldn't fail to compile/link due to register/instruction limits, in practice we're not the first vendor to expose GLSL on hardware with these limitations. The benefit to application developers of providing a better language for GPU programming is greater than the pain of having to handle instruction limits (which they had to for ARB_fp on this hardware anyway)
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