mesa/src/microsoft
Jesse Natalie 4e2c5ba100 dzn: Use narrow quadrilateral lines when supported
This lets us follow the Vulkan spec requirements for MSAA line
rasterization, using a width of 1.0 instead of D3D's proscribed
width of 1.4. There's no reason to predicate this on MSAA being
enabled, since quadrilateral lines with a width of 1.0 are actually
the most desired type of line rasterization for Vulkan.

Follow-ups:
- We can probably turn on 'strict lines' when this is supported.
- We should enable the line rasterization mode extension.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22606>
2023-04-20 21:02:15 +00:00
..
ci spirv: Rework structured control flow handling 2023-04-20 07:02:42 +00:00
clc microsoft/clc: Remove #if D3D12_SDK_VERSION blocks now that 610 is required 2023-04-14 23:59:33 +00:00
compiler microsoft/compiler: Don't split loads/stores that will be split by lower_explicit_io 2023-04-10 18:43:12 +00:00
spirv_to_dxil spirv2dxil: Lower quad ops in non-fragment/compute stages 2023-04-20 21:02:15 +00:00
vulkan dzn: Use narrow quadrilateral lines when supported 2023-04-20 21:02:15 +00:00
meson.build d3d12: Move the D3D12ResourceState code to the gallium driver 2022-04-20 23:45:28 -07:00