gallium: clean up point sprite rasterizer state

Don't need sprite coord origin per coord.
Also, don't need separate sprite enable bit - if all coords have it diabled,
then there are no point sprites (technically, there's a distinction in pre-GL3,
but it only differs in having more leniency in clamping to max size, something
the state tracker would need to handle and the hardware won't bother anyway).
Also, use packed field for the per-coord enables.
All in all, should save 3 dwords in rasterizer state (from 10 down to 7).
This commit is contained in:
Roland Scheidegger
2010-02-03 17:25:14 +01:00
parent a407636efb
commit 4a4daa75a8
18 changed files with 64 additions and 62 deletions

View File

@@ -83,7 +83,10 @@ point_size_per_vertex
point_size
The size of points, if not specified per-vertex.
point_sprite
Whether points are drawn as sprites (textured quads)
Whether points are drawn as sprites (textured quads). This is mutually
exclusive with point_smooth. Note that sprite_coord_mode set to
PIPE_SPRITE_COORD_NONE for all coords and point_sprite enabled is basically
equivalent to point_sprite disabled.
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
@@ -98,7 +101,7 @@ 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.
scissor
Whether the scissor test is enabled.