[Mesa-dev] [PATCH v3 1/4] gallium: Add a cap to check if the driver supports ARB_post_depth_coverage
Ilia Mirkin
imirkin at alum.mit.edu
Wed May 24 15:08:39 UTC 2017
On Tue, May 23, 2017 at 8:52 PM, Lyude <lyude at redhat.com> wrote:
> Signed-off-by: Lyude <lyude at redhat.com>
>
> Changes since v1:
> - Correct documentation in screen.rst for new cap
> Changes since v2:
> - Fix bogus documentation
>
> Signed-off-by: Lyude <lyude at redhat.com>
> ---
> src/gallium/docs/source/screen.rst | 3 +++
> src/gallium/drivers/etnaviv/etnaviv_screen.c | 1 +
> src/gallium/drivers/freedreno/freedreno_screen.c | 1 +
> src/gallium/drivers/i915/i915_screen.c | 1 +
> src/gallium/drivers/llvmpipe/lp_screen.c | 1 +
> src/gallium/drivers/nouveau/nv30/nv30_screen.c | 1 +
> src/gallium/drivers/nouveau/nv50/nv50_screen.c | 1 +
> src/gallium/drivers/nouveau/nvc0/nvc0_screen.c | 1 +
> src/gallium/drivers/r300/r300_screen.c | 1 +
> src/gallium/drivers/r600/r600_pipe.c | 1 +
> src/gallium/drivers/radeonsi/si_pipe.c | 1 +
> src/gallium/drivers/softpipe/sp_screen.c | 1 +
> src/gallium/drivers/svga/svga_screen.c | 1 +
> src/gallium/drivers/swr/swr_screen.cpp | 1 +
> src/gallium/drivers/vc4/vc4_screen.c | 1 +
> src/gallium/drivers/virgl/virgl_screen.c | 1 +
> src/gallium/include/pipe/p_defines.h | 1 +
> 17 files changed, 19 insertions(+)
>
> diff --git a/src/gallium/docs/source/screen.rst b/src/gallium/docs/source/screen.rst
> index 871669c..c8d2b11 100644
> --- a/src/gallium/docs/source/screen.rst
> +++ b/src/gallium/docs/source/screen.rst
> @@ -392,6 +392,9 @@ The integer capabilities:
> * ``PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX``: Whether a buffer with just
> PIPE_BIND_CONSTANT_BUFFER can be legally passed to set_vertex_buffers.
> * ``PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION``: As the name says.
> +* ``PIPE_CAP_POST_DEPTH_COVERAGE``: Whether the input for
> + ``TGSI_SEMANTIC_MASK`` include samples that have failed the depth/stencil
> + tests. As well, this implicitly enables ``FS_EARLY_DEPTH_STENCIL``.
You're not describing the cap here. You're describing the shader
property which is added in another patch. The cap is whether the
property is supported in fragment shaders. And then you need to write
docs for the property, which should talk about this stuff. Separately,
I thought the conclusion was to have the FE have to take care of
flipping on early depth tests, in which case your last comment doesn't
apply.
-ilia
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