Lines Matching refs:supports

67 	+ Gallium supports clearing both render targets and depth/stencil with a single call
74 …+ Gallium supports fixed function user clip planes, D3D10/D3D11 only support using the vertex shad…
77 + Gallium supports polygon stipple
80 + Gallium supports subrectangle fills of surfaces, D3D10 only supports full clears of views
129 + Gallium supports double-precision depth values (but not rgba values!)
138 + Gallium supports logic ops
139 + Gallium supports dithering
140 + Gallium supports using the broadcast alpha component of the blend constant color
163 + Gallium supports the alpha test, which D3D11 lacks
169 + Gallium supports using 3D texture zslices as a depth/stencil buffer (in theory)
190 + Gallium, like OpenGL, supports PIPE_POLYGON_MODE_POINT
191 + Gallium, like OpenGL, supports per-face polygon fill modes
192 + Gallium, like OpenGL, supports culling everything
193 + Gallium, like OpenGL, supports two-side lighting; D3D11 only has the facing attribute
194 + Gallium, like OpenGL, supports per-fill-mode polygon offset enables
195 + Gallium, like OpenGL, supports polygon smoothing
196 + Gallium, like OpenGL, supports polygon stipple
197 + Gallium, like OpenGL, supports point smoothing
198 + Gallium, like OpenGL, supports point sprites
199 + Gallium supports specifying point quad rasterization
200 + Gallium, like OpenGL, supports per-point point size
201 + Gallium, like OpenGL, supports line smoothing
202 + Gallium, like OpenGL, supports line stipple
203 + Gallium supports line last pixel rule specification
204 + Gallium, like OpenGL, supports provoking vertex convention
205 + Gallium supports D3D9 rasterization rules
206 + Gallium supports fixed line width
207 + Gallium supports fixed point size
213 - D3D11 supports specifying initial data to write in the resource
216 …- D3D11 supports odd things in the D3D10_DDI_RESOURCE_MISC_FLAG enum (D3D10_DDI_RESOURCE_MISC_DISC…
218 ! D3D11 supports specifying hardware modes and other stuff here for scanout resources
222 - D3D11 supports a monochrome convolution filter for "text filtering"
223 + Gallium supports non-normalized coordinates
224 + Gallium supports CLAMP, MIRROR_CLAMP and MIRROR_CLAMP_TO_BORDER
225 + Gallium supports setting min/max/mip filters and anisotropy independently
228 + Gallium supports specifying a swizzle
292 ! Gallium supports fencing, D3D11 just has a dumb glFlush-like function
319 + Gallium supports 8-bit indices
328 + Gallium supports line loops, triangle fans, quads, quad strips and polygons
331 - Gallium only allows setting all vertex buffers at once, while D3D11 supports setting a subset
354 …- D3D11 supports reading an arbitrary data chunk for query results, Gallium only supports reading …
356 …- D3D11 supports optionally not flushing command buffers here and instead returning DXGI_DDI_ERR_W…
418 + Gallium, like NV_conditional_render, supports by-region and wait flags
419 …- D3D11 supports predication conditional on being equal any value (along with occlusion predicates…