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authorFelix Kuehling <fxkuehl@gmx.de>2005-01-03 22:24:44 +0000
committerFelix Kuehling <fxkuehl@gmx.de>2005-01-03 22:24:44 +0000
commite3748eb19ba444f411ad66905dfddbe809225ca0 (patch)
tree726327849feaf57de43d5992201190042f252020 /src/mesa/drivers/dri/savage/savagecontext.h
parent87889aeab46ece5800cca9390fe95e83515b313d (diff)
Added support for floating point depth buffers on Savage4-based
hardware. By also reversing the depth range this can compensate the loss of accuracy of far objects caused by the projective transformation. Software fallbacks work but are slightly slower since floats in a custom (non IEEE) format have to be encoded and decoded. I havn't done anything about polygon offsets yet. There doesn't seem to be an easy way do get it right except making the offset unit as big as the lowest resolution of depth values. For now float depth is disabled by default but can be enabled through driconf (though I have seen only positive effects so far).
Diffstat (limited to 'src/mesa/drivers/dri/savage/savagecontext.h')
-rw-r--r--src/mesa/drivers/dri/savage/savagecontext.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/savage/savagecontext.h b/src/mesa/drivers/dri/savage/savagecontext.h
index 8978f9247c..8d77d1851d 100644
--- a/src/mesa/drivers/dri/savage/savagecontext.h
+++ b/src/mesa/drivers/dri/savage/savagecontext.h
@@ -294,6 +294,7 @@ struct savage_context_t {
driOptionCache optionCache;
GLint texture_depth;
GLboolean no_rast;
+ GLboolean float_depth;
};
#define SAVAGE_CONTEXT(ctx) ((savageContextPtr)(ctx->DriverCtx))