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| Common | ||
| D3D8 | ||
| D3D9 | ||
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| SwiftShader | ||
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| swiftshader.gni |
This is Vulkan 1.1's "preferred method of line rasterization, and must be used when the implementation advertises the strictLines limit in VkPhysicalDeviceLimits as VK_TRUE." The 'Diamond test convention' code path, which implemented coverage corresponding to the Bresenham algorithm (except for endpoints, see b/80135519), is now inactive, but might become of use again for implementing VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT so it is kept, for now. Bug: b/139755234 Tests: dEQP-VK.*line* Change-Id: I0113c04e35c1aca8031194223e589962942e18fa Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/35308Reviewed-by:Chris Forbes <chrisforbes@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
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