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author | Marek Olšák <maraeo@gmail.com> | 2012-12-03 05:36:08 +0100 |
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committer | Marek Olšák <maraeo@gmail.com> | 2012-12-07 14:19:29 +0100 |
commit | 35840ab189595b817fa8b1a1df8cc92474a7c38d (patch) | |
tree | 8c24773dedcfc0663c1388ed77ba30dc34212ed6 /scons | |
parent | 919f788b92362676fa368d9950532f82f762cdfb (diff) | |
download | external_mesa3d-35840ab189595b817fa8b1a1df8cc92474a7c38d.zip external_mesa3d-35840ab189595b817fa8b1a1df8cc92474a7c38d.tar.gz external_mesa3d-35840ab189595b817fa8b1a1df8cc92474a7c38d.tar.bz2 |
st/dri: implement MSAA for GLX/DRI2 framebuffers
All MSAA buffers are allocated privately and resolved into the DRI-provided
back and front buffers.
If an MSAA visual is chosen, the buffers st/mesa receives are all
multi-sample. st/mesa doesn't have access to the single-sample buffers
in that case.
This makes MSAA work in games like Nexuiz.
Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'scons')
0 files changed, 0 insertions, 0 deletions