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authorBrian Paul <[email protected]>2013-12-09 12:50:44 -0800
committerBrian Paul <[email protected]>2013-12-13 12:01:28 -0800
commitd6a8421f3b71c85d614aee4e47ba008af5444bfc (patch)
tree89d46223fd0be53fe487a44dc8662140cc3fc65a /include/GLES
parente735dfd35b036b3427ba6c73f482f75062a3d75f (diff)
svga: don't emit extraneous fs shadow code
Depending on the depth texture format, we may or may not have to emit explicit fs code to do the shadow comparison. Before, we were emitting it more often than needed. v2: check the actual texture format rather than the screen->depth.z16 field. The screen->depth.z16, x8z24, s8z24 fields may not all be set to a consistent set of depth formats. Reviewed-by: José Fonseca <[email protected]>
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