aboutsummaryrefslogtreecommitdiffstats
path: root/src/gallium/docs/source/cso/rasterizer.rst
diff options
context:
space:
mode:
Diffstat (limited to 'src/gallium/docs/source/cso/rasterizer.rst')
-rw-r--r--src/gallium/docs/source/cso/rasterizer.rst101
1 files changed, 51 insertions, 50 deletions
diff --git a/src/gallium/docs/source/cso/rasterizer.rst b/src/gallium/docs/source/cso/rasterizer.rst
index 4d8e1708e7c..bfa4a1170a2 100644
--- a/src/gallium/docs/source/cso/rasterizer.rst
+++ b/src/gallium/docs/source/cso/rasterizer.rst
@@ -7,32 +7,69 @@ The rasterizer state controls the rendering of points, lines and triangles.
Attributes include polygon culling state, line width, line stipple,
multisample state, scissoring and flat/smooth shading.
-
Members
-------
+bypass_vs_clip_and_viewport
+^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+Whether the entire TCL pipeline should be bypassed. This implies that
+vertices are pre-transformed for the viewport, and will not be run
+through the vertex shader.
+
+.. note::
+
+ Implementations may still clip away vertices that are not in the viewport
+ when this is set.
+
flatshade
- If set, the provoking vertex of each polygon is used to determine the
- color of the entire polygon. If not set, fragment colors will be
- interpolated between the vertex colors.
- Note that this is separate from the fragment shader input attributes
- CONSTANT, LINEAR and PERSPECTIVE. We need the flatshade state at
+^^^^^^^^^
+
+If set, the provoking vertex of each polygon is used to determine the color
+of the entire polygon. If not set, fragment colors will be interpolated
+between the vertex colors.
+
+The actual interpolated shading algorithm is obviously
+implementation-dependent, but will usually be Gourard for most hardware.
+
+.. note::
+
+ This is separate from the fragment shader input attributes
+ CONSTANT, LINEAR and PERSPECTIVE. The flatshade state is needed at
clipping time to determine how to set the color of new vertices.
- Also note that the draw module can implement flat shading by copying
- the provoking vertex color to all the other vertices in the primitive.
+
+ :ref:`Draw` can implement flat shading by copying the provoking vertex
+ color to all the other vertices in the primitive.
flatshade_first
- Whether the first vertex should be the provoking vertex, for most
- primitives. If not set, the last vertex is the provoking vertex.
+^^^^^^^^^^^^^^^
+
+Whether the first vertex should be the provoking vertex, for most primitives.
+If not set, the last vertex is the provoking vertex.
+
+There are several important exceptions to the specification of this rule.
+
+* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
+ vertex. If the caller wishes to change the provoking vertex, they merely
+ need to rotate the vertices themselves.
+* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: This option has no
+ effect; the provoking vertex is always the last vertex.
+* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
+ second vertex, not the first. This permits each segment of the fan to have
+ a different color.
+
+Other Members
+^^^^^^^^^^^^^
light_twoside
- If set, there are per-vertex back-facing colors. The draw module
+ If set, there are per-vertex back-facing colors. :ref:`Draw`
uses this state along with the front/back information to set the
final vertex colors prior to rasterization.
front_winding
Indicates the window order of front-facing polygons, either
PIPE_WINDING_CW or PIPE_WINDING_CCW
+
cull_mode
Indicates which polygons to cull, either PIPE_WINDING_NONE (cull no
polygons), PIPE_WINDING_CW (cull clockwise-winding polygons),
@@ -68,7 +105,7 @@ line_stipple_enable
line_stipple_pattern
16-bit bitfield of on/off flags, used to pattern the line stipple.
line_stipple_factor
- When drawinga stippled line, each bit in the stipple pattern is
+ When drawing a stippled line, each bit in the stipple pattern is
repeated N times, where N = line_stipple_factor + 1.
line_last_pixel
Controls whether the last pixel in a line is drawn or not. OpenGL
@@ -96,7 +133,7 @@ sprite_coord_mode
lower left vertex will have coordinate (0,0,0,1).
For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left vertex will have
coordinate (0,0,0,1).
- This state is needed by the 'draw' module because that's where each
+ This state is needed by :ref:`Draw` because that's where each
point vertex is converted into four quad vertices. There's no other
place to emit the new vertex texture coordinates which are required for
sprite rendering.
@@ -108,45 +145,9 @@ scissor
Whether the scissor test is enabled.
multisample
- Whether :ref:`MSAA` is enabled.
-
-bypass_vs_clip_and_viewport
- Whether the entire TCL pipeline should be bypassed. This implies that
- vertices are pre-transformed for the viewport, and will not be run
- through the vertex shader. Note that implementations may still clip away
- vertices that are not in the viewport.
+ Whether :term:`MSAA` is enabled.
gl_rasterization_rules
Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set,
the rasterizer will use (0, 0) for pixel centers.
-
-Notes
------
-
-flatshade
-^^^^^^^^^
-
-The actual interpolated shading algorithm is obviously
-implementation-dependent, but will usually be Gourard for most hardware.
-
-bypass_vs_clip_and_viewport
-^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-When set, this implies that vertices are pre-transformed for the viewport, and
-will not be run through the vertex shader. Note that implementations may still
-clip away vertices that are not visible.
-
-flatshade_first
-^^^^^^^^^^^^^^^
-
-There are several important exceptions to the specification of this rule.
-
-* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
- vertex. If the caller wishes to change the provoking vertex, they merely
- need to rotate the vertices themselves.
-* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: This option has no
- effect; the provoking vertex is always the last vertex.
-* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
- second vertex, not the first. This permits each segment of the fan to have
- a different color.