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authorKeith Whitwell <[email protected]>2009-09-17 19:18:39 +0100
committerKeith Whitwell <[email protected]>2009-09-23 17:04:48 +0100
commita1fa770c01d913658900de1c267fb4c41bc6300d (patch)
tree4392abd07247574b424930f3a5f51fbfc9c58d8b
parent1ddb217d8ed976da7049255ad3c346d961b96901 (diff)
gallium/include: update some comments
-rw-r--r--src/gallium/include/pipe/p_state.h22
1 files changed, 20 insertions, 2 deletions
diff --git a/src/gallium/include/pipe/p_state.h b/src/gallium/include/pipe/p_state.h
index 2187f5b3677..b59d6b7ae32 100644
--- a/src/gallium/include/pipe/p_state.h
+++ b/src/gallium/include/pipe/p_state.h
@@ -114,11 +114,29 @@ struct pipe_rasterizer_state
* the vertex shader, clipping and viewport processing. Note that
* a vertex shader is still needed though, to indicate the mapping
* from vertex elements to fragment shader input semantics.
+ *
+ * XXX: considered for removal.
*/
unsigned bypass_vs_clip_and_viewport:1;
- unsigned flatshade_first:1; /**< take color attribute from the first vertex of a primitive */
- unsigned gl_rasterization_rules:1; /**< enable tweaks for GL rasterization? */
+ /**
+ * Use the first vertex of a primitive as the provoking vertex for
+ * flat shading.
+ */
+ unsigned flatshade_first:1;
+
+ /**
+ * When true, triangle rasterization uses (0.5, 0.5) pixel centers
+ * for determining pixel ownership.
+ *
+ * When false, triangle rasterization uses (0,0) pixel centers for
+ * determining pixel ownership.
+ *
+ * Triangle rasterization always uses a 'top,left' rule for pixel
+ * ownership, this just alters which point we consider the pixel
+ * center for that test.
+ */
+ unsigned gl_rasterization_rules:1;
float line_width;
float point_size; /**< used when no per-vertex size */