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author | Axel Davy <[email protected]> | 2016-06-13 22:28:32 +0200 |
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committer | Axel Davy <[email protected]> | 2016-06-25 10:16:15 +0200 |
commit | 59a692916ca251db995050f7fc0bb7b4e6e4780b (patch) | |
tree | 1bd5a11a8ac89a04e24b0ed61f39f5f5002fd9fa /src/gallium/docs/source/screen.rst | |
parent | 727a9b24933d384f5440ed4318fb720ed11d6dd1 (diff) |
gallium: Add a cap for offset_units_unscaled
D3D9 has a different behaviour for depth bias.
For OGL/D3D1X, the depth bias unit is the
minimal resolvable value for the depth buffer,
which depends on the format (and has different
behaviour for float depth buffers).
For D3D9, the depth bias unit is 1.0f.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/gallium/docs/source/screen.rst')
-rw-r--r-- | src/gallium/docs/source/screen.rst | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst index a20b372b1a9..141b45aa805 100644 --- a/src/gallium/docs/source/screen.rst +++ b/src/gallium/docs/source/screen.rst @@ -343,6 +343,8 @@ The integer capabilities: * ``PIPE_CAP_TGSI_VOTE``: Whether the ``VOTE_*`` ops can be used in shaders. * ``PIPE_CAP_MAX_WINDOW_RECTANGLES``: The maxium number of window rectangles supported in ``set_window_rectangles``. +* ``PIPE_CAP_POLYGON_OFFSET_UNITS_UNSCALED``: If true, the driver implements support + for ``pipe_rasterizer_state::offset_units_unscaled``. .. _pipe_capf: |