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authorJosé Fonseca <[email protected]>2012-12-09 09:50:34 +0000
committerJosé Fonseca <[email protected]>2012-12-20 16:33:49 +0000
commit9976216bf699be092e14b66ba3a3ecfa3859e87f (patch)
treee3b018711bb0e9ea344a98313dae179bb71dbb74 /src/gallium/docs
parentef11ed61a0414d0405c3faf7f48fa3f1d083f82e (diff)
gallium: s/PIPE_CAP_TIMER_QUERY/PIPE_CAP_QUERY_TIME_ELAPSED/
To better reflect what it is being advertised. Reviewed-by: Dave Airlie <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/gallium/docs')
-rw-r--r--src/gallium/docs/source/screen.rst2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst
index 6c89171cd73..f4750e531d0 100644
--- a/src/gallium/docs/source/screen.rst
+++ b/src/gallium/docs/source/screen.rst
@@ -33,7 +33,7 @@ The integer capabilities:
* ``PIPE_CAP_MAX_RENDER_TARGETS``: The maximum number of render targets that may be
bound.
* ``PIPE_CAP_OCCLUSION_QUERY``: Whether occlusion queries are available.
-* ``PIPE_CAP_TIMER_QUERY``: Whether timer queries are available.
+* ``PIPE_CAP_QUERY_TIME_ELAPSED``: Whether PIPE_QUERY_TIME_ELAPSED queries are available.
* ``PIPE_CAP_TEXTURE_SHADOW_MAP``: indicates whether the fragment shader hardware
can do the depth texture / Z comparison operation in TEX instructions
for shadow testing.