gallium: add API for setting window rectangles
Window rectangles apply to all framebuffer operations, either in inclusive or exclusive mode. They may also be specified as part of a blit operation. In exclusive mode, any fragment inside any of the specified rectangles will be discarded. In inclusive mode, any fragment outside every rectangle will be discarded. The no-op state is to have 0 rectangles in exclusive mode. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -79,6 +79,17 @@ objects. They all follow simple, one-method binding calls, e.g.
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should be the same as the number of set viewports and can be up to
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PIPE_MAX_VIEWPORTS.
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* ``set_viewport_states``
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* ``set_window_rectangles`` sets the window rectangles to be used for
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rendering, as defined by GL_EXT_window_rectangles. There are two
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modes - include and exclude, which define whether the supplied
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rectangles are to be used for including fragments or excluding
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them. All of the rectangles are ORed together, so in exclude mode,
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any fragment inside any rectangle would be culled, while in include
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mode, any fragment outside all rectangles would be culled. xmin/ymin
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are inclusive, while xmax/ymax are exclusive (same as scissor states
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above). Note that this only applies to draws, not clears or
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blits. (Blits have their own way to pass the requisite rectangles
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in.)
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* ``set_tess_state`` configures the default tessellation parameters:
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* ``default_outer_level`` is the default value for the outer tessellation
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levels. This corresponds to GL's ``PATCH_DEFAULT_OUTER_LEVEL``.
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@@ -492,9 +503,9 @@ This can be considered the equivalent of a CPU memcpy.
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``blit`` blits a region of a resource to a region of another resource, including
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scaling, format conversion, and up-/downsampling, as well as a destination clip
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rectangle (scissors). It can also optionally honor the current render condition
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(but either way the blit itself never contributes anything to queries currently
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gathering data).
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rectangle (scissors) and window rectangles. It can also optionally honor the
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current render condition (but either way the blit itself never contributes
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anything to queries currently gathering data).
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As opposed to manually drawing a textured quad, this lets the pipe driver choose
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the optimal method for blitting (like using a special 2D engine), and usually
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offers, for example, accelerated stencil-only copies even where
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