Merge branch 'gallium-nopointsizeminmax'
Conflicts: src/gallium/drivers/nv10/nv10_state.c src/gallium/drivers/nv20/nv20_state.c src/gallium/drivers/nv50/nv50_program.c
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@@ -119,18 +119,20 @@ point_size_per_vertex
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Whether vertices have a point size element.
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point_size
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The size of points, if not specified per-vertex.
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point_size_min
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The minimum size of points.
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point_size_max
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The maximum size of points.
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point_sprite
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Whether points are drawn as sprites (textured quads)
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sprite_coord_enable
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Specifies if a coord has its texture coordinates replaced or not. This
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is a packed bitfield containing the enable for all coords - if all are 0
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point sprites are effectively disabled, though points may still be
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rendered slightly different according to point_quad_rasterization.
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If any coord is non-zero, point_smooth should be disabled, and
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point_quad_rasterization enabled.
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If enabled, the four vertices of the resulting quad will be assigned
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texture coordinates, according to sprite_coord_mode.
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sprite_coord_mode
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Specifies how the value for each shader output should be computed when
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drawing sprites. If PIPE_SPRITE_COORD_NONE, don't change the vertex
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shader output. Otherwise, the four vertices of the resulting quad will
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be assigned texture coordinates. For PIPE_SPRITE_COORD_LOWER_LEFT, the
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lower left vertex will have coordinate (0,0,0,1).
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drawing sprites, for each coord which has sprite_coord_enable set.
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For PIPE_SPRITE_COORD_LOWER_LEFT, the lower left vertex will have
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coordinate (0,0,0,1).
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For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left vertex will have
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coordinate (0,0,0,1).
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This state is needed by :ref:`Draw` because that's where each
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@@ -139,7 +141,15 @@ sprite_coord_mode
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sprite rendering.
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Note that when geometry shaders are available, this state could be
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removed. A special geometry shader defined by the state tracker could
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converts the incoming points into quads with the proper texture coords.
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convert the incoming points into quads with the proper texture coords.
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point_quad_rasterization
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This determines if points should be rasterized as quads or points.
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d3d always uses quad rasterization for points, regardless if point sprites
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are enabled or not, but OGL has different rules. If point_quad_rasterization
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is set, point_smooth should be disabled, and points will be rendered as
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squares even if multisample is enabled.
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sprite_coord_enable should be zero if point_quad_rasterization is not
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enabled.
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scissor
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Whether the scissor test is enabled.
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