docs: edgeflag -> edge flag

This is how we usually spell it, and also how the OpenGL specification
spells it. Let's be consistent.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29879>
This commit is contained in:
Erik Faye-Lund 2023-04-26 10:38:35 +02:00 committed by Marge Bot
parent 932e8c7768
commit f7ed909761
3 changed files with 5 additions and 4 deletions

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@ -27,8 +27,9 @@ very simple set of rules for padding out unspecified components. If an input
uses less than four components, it will be padded out with the constant vector
``(0, 0, 0, 1)``.
Fog, point size, the facing bit, and edgeflags, all are in the standard format
of ``(x, 0, 0, 1)``, and so only the first component of those inputs is used.
Fog, point size, the facing bit, and edge flags, all are in the standard
format of ``(x, 0, 0, 1)``, and so only the first component of those inputs is
used.
Position
%%%%%%%%

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@ -111,7 +111,7 @@ The integer capabilities:
features only present in the OpenGL compatibility profile.
The only legacy features that Gallium drivers must implement are
the legacy shader inputs and outputs (colors, texcoords, fog, clipvertex,
edgeflag).
edge flag).
* ``PIPE_CAP_ESSL_FEATURE_LEVEL``: An optional cap to allow drivers to
report a higher GLSL version for GLES contexts. This is useful when a
driver does not support all the required features for a higher GL version,

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@ -3253,7 +3253,7 @@ TGSI_SEMANTIC_EDGEFLAG
For vertex shaders, this semantic label indicates that an input or
output is a boolean edge flag. The register layout is [F, x, x, x]
where F is 0.0 or 1.0 and x = don't care. Normally, the vertex shader
simply copies the edge flag input to the edgeflag output.
simply copies the edge flag input to the edge flag output.
Edge flags are used to control which lines or points are actually
drawn when the polygon mode converts triangles/quads/polygons into