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authorEric Anholt <[email protected]>2011-04-15 11:00:00 -0700
committerEric Anholt <[email protected]>2011-04-20 10:35:42 -0700
commit87478cd6e3e6349abc2688b390f8845d1e21af3d (patch)
treee22e517ba8e36fff1b68db61fb8ba5e726e088fc /src/glsl/Makefile.template
parent0bbbeba2db0f3fd382d2f591bebc248c5ed40fb5 (diff)
intel: Add support for ARB_texture_float.
For 1 and 2-channel formats the hardware only supports rendering to R and RG. To do I and L render targets we just call them R and everything works out. For A, we would need to rewrite the CC to do the alpha channel's blending on color instead, and send the fragment alpha down the red channel. For LA, there doesn't seem to be any hope, because we can't do independent color/alpha blending while treating the LA surface as RG. Reviewed-by: Brian Paul <[email protected]>
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