uint32_t forcedSampleCount : 1;
uint32_t pixelOffset : 1;
uint32_t depthBiasPreAdjusted : 1; ///< depth bias constant is in float units, not per-format Z units
+ uint32_t conservativeRast : 1;
float pointSize;
float lineWidth;
{
SWR_INPUT_COVERAGE_NONE,
SWR_INPUT_COVERAGE_NORMAL,
+ SWR_INPUT_COVERAGE_INNER_CONSERVATIVE,
SWR_INPUT_COVERAGE_MAX,
};
// dword 2
uint32_t killsPixel : 1; // pixel shader can kill pixels
- uint32_t inputCoverage : 1; // type of input coverage PS uses
+ uint32_t inputCoverage : 1; // ps uses input coverage
uint32_t writesODepth : 1; // pixel shader writes to depth
uint32_t usesSourceDepth : 1; // pixel shader reads depth
uint32_t shadingRate : 2; // shading per pixel / sample / coarse pixel