diff options
author | Marek Olšák <[email protected]> | 2013-01-14 06:58:52 +0100 |
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committer | Marek Olšák <[email protected]> | 2013-01-15 16:47:18 +0100 |
commit | f04dd3d0035f57854f0715c7e0f6a0fbe6b41f15 (patch) | |
tree | e7a03264d9e3719b45b244f1b5385478070a2b5f /src/gallium/docs | |
parent | cabe4fbb852f3c335937e3576db85d0143cb6c12 (diff) |
gallium: remove PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/gallium/docs')
-rw-r--r-- | src/gallium/docs/source/context.rst | 3 | ||||
-rw-r--r-- | src/gallium/docs/source/screen.rst | 2 |
2 files changed, 1 insertions, 4 deletions
diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst index ad678adc725..3ddf1ea3fd7 100644 --- a/src/gallium/docs/source/context.rst +++ b/src/gallium/docs/source/context.rst @@ -207,8 +207,7 @@ the framebuffer to particular RGBA, depth, or stencil values. Currently, this does not take into account color or stencil write masks (as used by GL), and always clears the whole surfaces (no scissoring as used by GL clear or explicit rectangles like d3d9 uses). It can, however, also clear -only depth or stencil in a combined depth/stencil surface, if the driver -supports PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE. +only depth or stencil in a combined depth/stencil surface. If a surface includes several layers then all layers will be cleared. ``clear_render_target`` clears a single color rendertarget with the specified diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst index f4750e531d0..7a17f69dbfd 100644 --- a/src/gallium/docs/source/screen.rst +++ b/src/gallium/docs/source/screen.rst @@ -61,8 +61,6 @@ The integer capabilities: * ``PIPE_CAP_INDEP_BLEND_FUNC``: Whether per-rendertarget blend functions are available. If 0, then the first rendertarget's blend functions affect all MRTs. -* ``PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE``: Whether clearing only depth or only - stencil in a combined depth-stencil buffer is supported. * ``PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS``: The maximum number of texture array layers supported. If 0, the array textures are not supported at all and the ARRAY texture targets are invalid. |