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authorErik Faye-Lund <[email protected]>2019-07-05 15:46:38 +0200
committerErik Faye-Lund <[email protected]>2019-07-10 15:49:57 +0200
commit66ee6661e9968ea146d2ad0d606e1a35a17587dd (patch)
tree0d091fe7975b94afdfe2ab3f4ba0c229c1b8a403 /src/gallium/docs/source/screen.rst
parentffbd0046863add97bb4ef9250abd4d4dc1639e4b (diff)
gallium: give fragment-shader texture-lod its own cap
Shader Model 3.0 is a big promise to make to the state-tracker, and for instance mobile hardware might support texture lod but not some of the other features of SM3. So let's give this its own cap for simplicity. Signed-off-by: Erik Faye-Lund <[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.rst2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst
index 596a17f32eb..59fa82b427f 100644
--- a/src/gallium/docs/source/screen.rst
+++ b/src/gallium/docs/source/screen.rst
@@ -534,6 +534,8 @@ The integer capabilities:
* ``PIPE_CAP_ATOMIC_FLOAT_MINMAX``: Atomic float point minimum,
maximum, exchange and compare-and-swap support to buffer and shared variables.
* ``PIPE_CAP_TGSI_DIV``: Whether opcode DIV is supported
+* ``PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD``: Whether texture lookups with
+ explicit LOD is supported in the fragment shader.
.. _pipe_capf: