gallium/docs: beef up the docs related to color clamping

Reviewed-by: Marek Olšák <maraeo@gmail.com>
This commit is contained in:
Brian Paul 2012-05-22 13:03:36 -06:00
parent 9c85687439
commit dcb4ec5ae1
2 changed files with 18 additions and 3 deletions

View file

@ -20,6 +20,11 @@ OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_flo
D3D11: seems always disabled
Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the
driver supports this control. If it's not supported, the state tracker may
have to insert extra clamping code.
clamp_fragment_color
^^^^^^^^^^^^^^^^^^^^
@ -30,6 +35,10 @@ OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_floa
D3D11: seems always disabled
Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the
driver supports this control. If it's not supported, the state tracker may
have to insert extra clamping code.
Shading
-------

View file

@ -83,17 +83,23 @@ The integer capabilities:
* ``PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR``: Whether the driver supports
per-instance vertex attribs.
* ``PIPE_CAP_FRAGMENT_COLOR_CLAMPED``: Whether fragment color clamping is
supported.
supported. That is, is the pipe_rasterizer_state::clamp_fragment_color
flag supported by the driver? If not, the state tracker will insert
clamping code into the fragment shaders when needed.
* ``PIPE_CAP_MIXED_COLORBUFFER_FORMATS``: Whether mixed colorbuffer formats are
supported, e.g. RGBA8 and RGBA32F as the first and second colorbuffer, resp.
* ``PIPE_CAP_VERTEX_COLOR_UNCLAMPED``: Whether the driver is capable of
outputting unclamped vertex colors from a vertex shader. If unsupported,
the vertex colors are always clamped. This is the default for DX9 hardware.
* ``PIPE_CAP_VERTEX_COLOR_CLAMPED``: Whether the driver is capable of
clamping vertex colors when they come out of a vertex shader. If unsupported,
clamping vertex colors when they come out of a vertex shader, as specified
by the pipe_rasterizer_state::clamp_vertex_color flag. If unsupported,
the vertex colors are never clamped. This is the default for DX10 hardware.
If both clamped and unclamped CAPs are supported, the clamping can be
controlled through pipe_rasterizer_state.
controlled through pipe_rasterizer_state. If the driver cannot do vertex
color clamping, the state tracker may insert clamping code into the vertex
shader.
* ``PIPE_CAP_GLSL_FEATURE_LEVEL``: Whether the driver supports features
equivalent to a specific GLSL version. E.g. for GLSL 1.3, report 130.
* ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION``: Whether quads adhere to