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authorEric Anholt <[email protected]>2011-11-17 17:01:58 -0800
committerEric Anholt <[email protected]>2011-11-29 16:44:51 -0800
commitd2235b0f4681f75d562131d655a6d7b7033d2d8b (patch)
tree6fba9ad009aaffb6c131d7ef2a238bc417b12067 /src/mesa/main
parentf98bfb5d68423a4e57f78091c70288c0b558b8bd (diff)
i965: Always handle GL_DEPTH_TEXTURE_MODE through the shader.
We were already doing it through the shader (layered underneath GL_EXT_texture_swizzle) in the shadow compare case. This avoids having per-format logic for switching out the surface format dependent on the depth mode. v2: Also do the swizzling for DEPTH_STENCIL. oops. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
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