diff options
author | Vedran Miletić <[email protected]> | 2016-07-14 12:17:21 +0200 |
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committer | Kenneth Graunke <[email protected]> | 2016-07-26 13:28:01 -0700 |
commit | 7b9a0f4e38b6b64a91ed0e674410af962b390120 (patch) | |
tree | d6f77d5fc09a21a191c14299695369f4ef657dd0 /src/gallium/docs/source | |
parent | 95c48391ee16654ca3038c89dcb50d8ea9861e1f (diff) |
mesa: standardize naming Mesa3D, MESA -> Mesa
Signed-off-by: Vedran Miletić <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Diffstat (limited to 'src/gallium/docs/source')
-rw-r--r-- | src/gallium/docs/source/drivers/openswr/faq.rst | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gallium/docs/source/drivers/openswr/faq.rst b/src/gallium/docs/source/drivers/openswr/faq.rst index 596d77f3780..1d058f92222 100644 --- a/src/gallium/docs/source/drivers/openswr/faq.rst +++ b/src/gallium/docs/source/drivers/openswr/faq.rst @@ -5,7 +5,7 @@ Why another software rasterizer? -------------------------------- Good question, given there are already three (swrast, softpipe, -llvmpipe) in the Mesa3D tree. Two important reasons for this: +llvmpipe) in the Mesa tree. Two important reasons for this: * Architecture - given our focus on scientific visualization, our workloads are much different than the typical game; we have heavy @@ -16,7 +16,7 @@ llvmpipe) in the Mesa3D tree. Two important reasons for this: * Historical - Intel had developed a high performance software graphics stack for internal purposes. Later we adapted this graphics stack for use in visualization and decided to move forward - with Mesa3D to provide a high quality API layer while at the same + with Mesa to provide a high quality API layer while at the same time benefiting from the excellent performance the software rasterizerizer gives us. |