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This is part of the EGL spec, and is useful for a tiled renderer to avoid the memory bandwidth cost of storing the depth/stencil buffers. Reviewed-by: Jose Fonseca <jfonseca@vmware.com> |
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| .. | ||
| internal | ||
| gl.h | ||
| gl_mangle.h | ||
| glcorearb.h | ||
| glext.h | ||
| glx.h | ||
| glx_mangle.h | ||
| glxext.h | ||
| osmesa.h | ||
| wglext.h | ||
| wmesa.h | ||