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authorRoland Scheidegger <[email protected]>2010-04-26 19:50:57 +0200
committerRoland Scheidegger <[email protected]>2010-04-26 19:51:25 +0200
commitaac2cccccfd701ae8d7ce0813c28c64498d4a076 (patch)
tree31cbcdddf4263d086f376798a710eb2cb4e9ad5b /progs/glsl/CH11-bumpmap.frag
parent06574e45b418dab1ec106773c92b7d9e5af45c81 (diff)
gallium: interface changes for multisampling
add function to set sample mask, and state for alpha-to-coverage and alpha-to-one. Also make it possible to query for supported sample count with is_msaa_supported(). Use explicit resource_resolve() to resolve a resource. Note that it is illegal to bind a unresolved resource as a sampler view, must be resolved first (as per d3d10 and OGL APIs, binding unresolved resource would mean that special texture fetch functions need to be used which give explicit control over what samples to fetch, which isn't supported yet). Also change surface_fill() and surface_copy() to operate directly on resources. Blits should operate directly on resources, most often state trackers just used get_tex_surface() then did a blit. Note this also means the blit bind flags are gone, if a driver implements this functionality it is expected to handle it for all resources having depth_stencil/render_target/sampler_view bind flags (might even require it for all bind flags?). Might want to introduce quality levels for MSAA later. Might need to revisit this for hw which does instant resolve.
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