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gallium/docs: beef up the docs related to color clamping
Reviewed-by: Marek Olšák <maraeo@gmail.com>
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2 changed files with 18 additions and 3 deletions
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@ -20,6 +20,11 @@ OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_flo
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D3D11: seems always disabled
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Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the
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driver supports this control. If it's not supported, the state tracker may
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have to insert extra clamping code.
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clamp_fragment_color
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^^^^^^^^^^^^^^^^^^^^
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@ -30,6 +35,10 @@ OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_floa
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D3D11: seems always disabled
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Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the
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driver supports this control. If it's not supported, the state tracker may
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have to insert extra clamping code.
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Shading
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-------
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@ -83,17 +83,23 @@ The integer capabilities:
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* ``PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR``: Whether the driver supports
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per-instance vertex attribs.
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* ``PIPE_CAP_FRAGMENT_COLOR_CLAMPED``: Whether fragment color clamping is
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supported.
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supported. That is, is the pipe_rasterizer_state::clamp_fragment_color
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flag supported by the driver? If not, the state tracker will insert
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clamping code into the fragment shaders when needed.
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* ``PIPE_CAP_MIXED_COLORBUFFER_FORMATS``: Whether mixed colorbuffer formats are
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supported, e.g. RGBA8 and RGBA32F as the first and second colorbuffer, resp.
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* ``PIPE_CAP_VERTEX_COLOR_UNCLAMPED``: Whether the driver is capable of
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outputting unclamped vertex colors from a vertex shader. If unsupported,
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the vertex colors are always clamped. This is the default for DX9 hardware.
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* ``PIPE_CAP_VERTEX_COLOR_CLAMPED``: Whether the driver is capable of
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clamping vertex colors when they come out of a vertex shader. If unsupported,
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clamping vertex colors when they come out of a vertex shader, as specified
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by the pipe_rasterizer_state::clamp_vertex_color flag. If unsupported,
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the vertex colors are never clamped. This is the default for DX10 hardware.
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If both clamped and unclamped CAPs are supported, the clamping can be
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controlled through pipe_rasterizer_state.
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controlled through pipe_rasterizer_state. If the driver cannot do vertex
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color clamping, the state tracker may insert clamping code into the vertex
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shader.
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* ``PIPE_CAP_GLSL_FEATURE_LEVEL``: Whether the driver supports features
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equivalent to a specific GLSL version. E.g. for GLSL 1.3, report 130.
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* ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION``: Whether quads adhere to
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