This series implements MSAA for the R6xx family of GPUs.

The only problem is that the depth decompression doesn't work with MSAA depth 
buffers, which means for the GL user that depth-stencil blitting and 
depth-stencil resolve don't work, although those features are used very rarely, 
if at all.

Also, the R11G11B10 float format isn't resolved correctly (it's too dark), but 
at least we have the option not to expose it.

Please review.

This is the last series I'd like to have in the next Mesa release and then 
we'll have OpenGL 3.0 on all chipsets except for Cayman (R9xx). Cayman will 
probably take more time, because it doesn't have transform feedback either.

Marek
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to