/* ARB_texture_multisample / GL3.2 additions */
GLboolean SampleMask;
- GLfloat SampleCoverageValue;
- GLfloat MinSampleShadingValue;
+ GLfloat SampleCoverageValue; /**< In range [0, 1] */
+ GLfloat MinSampleShadingValue; /**< In range [0, 1] */
/** The GL spec defines this as an array but >32x MSAA is madness */
GLbitfield SampleMaskValue;
* gl_context::IntelConservativeRasterization
*/
uint64_t NewIntelConservativeRasterization;
+
+ /**
+ * gl_context::Scissor::WindowRects
+ */
+ uint64_t NewWindowRectangles;
};
struct gl_uniform_buffer_binding