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authorPaul Berry <[email protected]>2012-07-09 12:50:31 -0700
committerPaul Berry <[email protected]>2012-07-20 09:35:38 -0700
commit60c3e69dbf297426c42e4b8f94c5f0493bd9be5f (patch)
treea656e68dec28cb576214e9beaf481f70a1215533 /src/glx/.gitignore
parent0dd5e98aa5c146ef21ab44b34fb7714206d5ec08 (diff)
i965/blorp: Use IMS layout when texturing from depth/stencil surfaces.
Previously, on Gen7, when texturing from a depth or stencil surface, the blorp engine would configure the 3D pipeline as though the input surface was non-multisampled, and perform the necessary coordinate transformations in the fragment shader to account for the IMS layout. This meant outputting a lot of extra fragment shader code, and it raised some uncertainty about how to deal with very large surfaces. This patch modifies blorp to configure the 3D pipeline properly for IMS layout when reading from depth and stencil surfaces. Reviewed-by: Anuj Phogat <[email protected]>
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