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-rw-r--r--src/gallium/docs/source/cso/rasterizer.rst32
1 files changed, 21 insertions, 11 deletions
diff --git a/src/gallium/docs/source/cso/rasterizer.rst b/src/gallium/docs/source/cso/rasterizer.rst
index bfa4a1170a2..24cc78c68de 100644
--- a/src/gallium/docs/source/cso/rasterizer.rst
+++ b/src/gallium/docs/source/cso/rasterizer.rst
@@ -119,18 +119,20 @@ point_size_per_vertex
Whether vertices have a point size element.
point_size
The size of points, if not specified per-vertex.
-point_size_min
- The minimum size of points.
-point_size_max
- The maximum size of points.
-point_sprite
- Whether points are drawn as sprites (textured quads)
+sprite_coord_enable
+ Specifies if a coord has its texture coordinates replaced or not. This
+ is a packed bitfield containing the enable for all coords - if all are 0
+ point sprites are effectively disabled, though points may still be
+ rendered slightly different according to point_quad_rasterization.
+ If any coord is non-zero, point_smooth should be disabled, and
+ point_quad_rasterization enabled.
+ If enabled, the four vertices of the resulting quad will be assigned
+ texture coordinates, according to sprite_coord_mode.
sprite_coord_mode
Specifies how the value for each shader output should be computed when
- drawing sprites. If PIPE_SPRITE_COORD_NONE, don't change the vertex
- shader output. Otherwise, the four vertices of the resulting quad will
- be assigned texture coordinates. For PIPE_SPRITE_COORD_LOWER_LEFT, the
- lower left vertex will have coordinate (0,0,0,1).
+ drawing sprites, for each coord which has sprite_coord_enable set.
+ For PIPE_SPRITE_COORD_LOWER_LEFT, the 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 :ref:`Draw` because that's where each
@@ -139,7 +141,15 @@ sprite_coord_mode
sprite rendering.
Note that when geometry shaders are available, this state could be
removed. A special geometry shader defined by the state tracker could
- converts the incoming points into quads with the proper texture coords.
+ convert the incoming points into quads with the proper texture coords.
+point_quad_rasterization
+ This determines if points should be rasterized as quads or points.
+ d3d always uses quad rasterization for points, regardless if point sprites
+ are enabled or not, but OGL has different rules. If point_quad_rasterization
+ is set, point_smooth should be disabled, and points will be rendered as
+ squares even if multisample is enabled.
+ sprite_coord_enable should be zero if point_quad_rasterization is not
+ enabled.
scissor
Whether the scissor test is enabled.