From f7ed90976156ce392b8329924a6c9df3f44f0887 Mon Sep 17 00:00:00 2001 From: Erik Faye-Lund Date: Wed, 26 Apr 2023 10:38:35 +0200 Subject: [PATCH] docs: edgeflag -> edge flag This is how we usually spell it, and also how the OpenGL specification spells it. Let's be consistent. Part-of: --- docs/gallium/cso/velems.rst | 5 +++-- docs/gallium/screen.rst | 2 +- docs/gallium/tgsi.rst | 2 +- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/docs/gallium/cso/velems.rst b/docs/gallium/cso/velems.rst index 978ad4a2434..1879783fe65 100644 --- a/docs/gallium/cso/velems.rst +++ b/docs/gallium/cso/velems.rst @@ -27,8 +27,9 @@ very simple set of rules for padding out unspecified components. If an input uses less than four components, it will be padded out with the constant vector ``(0, 0, 0, 1)``. -Fog, point size, the facing bit, and edgeflags, all are in the standard format -of ``(x, 0, 0, 1)``, and so only the first component of those inputs is used. +Fog, point size, the facing bit, and edge flags, all are in the standard +format of ``(x, 0, 0, 1)``, and so only the first component of those inputs is +used. Position %%%%%%%% diff --git a/docs/gallium/screen.rst b/docs/gallium/screen.rst index 54fc0778f4b..80cdea33f54 100644 --- a/docs/gallium/screen.rst +++ b/docs/gallium/screen.rst @@ -111,7 +111,7 @@ The integer capabilities: features only present in the OpenGL compatibility profile. The only legacy features that Gallium drivers must implement are the legacy shader inputs and outputs (colors, texcoords, fog, clipvertex, - edgeflag). + edge flag). * ``PIPE_CAP_ESSL_FEATURE_LEVEL``: An optional cap to allow drivers to report a higher GLSL version for GLES contexts. This is useful when a driver does not support all the required features for a higher GL version, diff --git a/docs/gallium/tgsi.rst b/docs/gallium/tgsi.rst index 047ef0c1310..2cf86a6bb3e 100644 --- a/docs/gallium/tgsi.rst +++ b/docs/gallium/tgsi.rst @@ -3253,7 +3253,7 @@ TGSI_SEMANTIC_EDGEFLAG For vertex shaders, this semantic label indicates that an input or output is a boolean edge flag. The register layout is [F, x, x, x] where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader -simply copies the edge flag input to the edgeflag output. +simply copies the edge flag input to the edge flag output. Edge flags are used to control which lines or points are actually drawn when the polygon mode converts triangles/quads/polygons into