Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
"TES_POINT_MODE",
"NUM_CLIPDIST_ENABLED",
"NUM_CULLDIST_ENABLED",
+ "FS_EARLY_DEPTH_STENCIL",
};
const char *tgsi_return_type_names[TGSI_RETURN_TYPE_COUNT] =
How many cull distance scalar outputs are enabled.
+FS_EARLY_DEPTH_STENCIL
+""""""""""""""""""""""
+
+Whether depth test, stencil test, and occlusion query should run before
+the fragment shader (regardless of fragment shader side effects). Corresponds
+to GLSL early_fragment_tests.
Texture Sampling and Texture Formats
------------------------------------
#define TGSI_PROPERTY_TES_POINT_MODE 14
#define TGSI_PROPERTY_NUM_CLIPDIST_ENABLED 15
#define TGSI_PROPERTY_NUM_CULLDIST_ENABLED 16
-#define TGSI_PROPERTY_COUNT 17
+#define TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL 17
+#define TGSI_PROPERTY_COUNT 18
struct tgsi_property {
unsigned Type : 4; /**< TGSI_TOKEN_TYPE_PROPERTY */