tgsi: add TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@@ -144,6 +144,7 @@ const char *tgsi_property_names[TGSI_PROPERTY_COUNT] =
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"TES_POINT_MODE",
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"TES_POINT_MODE",
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"NUM_CLIPDIST_ENABLED",
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"NUM_CLIPDIST_ENABLED",
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"NUM_CULLDIST_ENABLED",
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"NUM_CULLDIST_ENABLED",
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"FS_EARLY_DEPTH_STENCIL",
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};
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};
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const char *tgsi_return_type_names[TGSI_RETURN_TYPE_COUNT] =
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const char *tgsi_return_type_names[TGSI_RETURN_TYPE_COUNT] =
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@@ -3206,6 +3206,12 @@ NUM_CULLDIST_ENABLED
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How many cull distance scalar outputs are enabled.
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How many cull distance scalar outputs are enabled.
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FS_EARLY_DEPTH_STENCIL
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""""""""""""""""""""""
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Whether depth test, stencil test, and occlusion query should run before
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the fragment shader (regardless of fragment shader side effects). Corresponds
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to GLSL early_fragment_tests.
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Texture Sampling and Texture Formats
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Texture Sampling and Texture Formats
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------------------------------------
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------------------------------------
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@@ -277,7 +277,8 @@ union tgsi_immediate_data
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#define TGSI_PROPERTY_TES_POINT_MODE 14
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#define TGSI_PROPERTY_TES_POINT_MODE 14
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#define TGSI_PROPERTY_NUM_CLIPDIST_ENABLED 15
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#define TGSI_PROPERTY_NUM_CLIPDIST_ENABLED 15
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#define TGSI_PROPERTY_NUM_CULLDIST_ENABLED 16
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#define TGSI_PROPERTY_NUM_CULLDIST_ENABLED 16
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#define TGSI_PROPERTY_COUNT 17
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#define TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL 17
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#define TGSI_PROPERTY_COUNT 18
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struct tgsi_property {
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struct tgsi_property {
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unsigned Type : 4; /**< TGSI_TOKEN_TYPE_PROPERTY */
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unsigned Type : 4; /**< TGSI_TOKEN_TYPE_PROPERTY */
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