Fill out some of the CSO info.
...And looks like there's already things I don't know. Go figure.
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@@ -1,6 +1,13 @@
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CSO
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===
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CSO, Constant State Objects, are a core part of Gallium's API.
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CSO work on the principle of reusable state; they are created by filling
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out a state object with the desired properties, then passing that object
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to a context. The context returns an opaque context-specific handle which
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can be bound at any time for the desired effect.
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.. toctree::
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:glob:
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@@ -9,4 +9,4 @@ XXX it is unresolved what behavior should result if blend_enable is off.
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Members
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-------
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XXX
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XXX undocumented members
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@@ -7,17 +7,50 @@ discard fragments that have passed through the fragment shader.
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Traditionally, these three tests have been clumped together in hardware, so
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they are all stored in one structure.
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During actual execution, the order of operations done on fragments is always:
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* Stencil
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* Depth
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* Alpha
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Depth Members
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-------------
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XXX
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enabled
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Whether the depth test is enabled.
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writemask
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Whether the depth buffer receives depth writes.
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func
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The depth test function. One of PIPE_FUNC.
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Stencil Members
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---------------
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XXX
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XXX document valuemask, writemask
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enabled
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Whether the stencil test is enabled. For the second stencil, whether the
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two-sided stencil is enabled.
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func
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The stencil test function. One of PIPE_FUNC.
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ref_value
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Stencil test reference value; used for certain functions.
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fail_op
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The operation to carry out if the stencil test fails. One of
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PIPE_STENCIL_OP.
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zfail_op
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The operation to carry out if the stencil test passes but the depth test
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fails. One of PIPE_STENCIL_OP.
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zpass_op
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The operation to carry out if the stencil test and depth test both pass.
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One of PIPE_STENCIL_OP.
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Alpha Members
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-------------
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XXX
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enabled
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Whether the alpha test is enabled.
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func
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The alpha test function. One of PIPE_FUNC.
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ref_value
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Alpha test reference value; used for certain functions.
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@@ -4,7 +4,41 @@ Sampler
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Texture units have many options for selecting texels from loaded textures;
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this state controls an individual texture unit's texel-sampling settings.
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Texture coordinates are always treated as four-dimensional, and referred to
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with the traditional (S, T, R, Q) notation.
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Members
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-------
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XXX
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XXX undocumented compare_mode, compare_func
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wrap_s
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How to wrap the S coordinate. One of PIPE_TEX_WRAP.
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wrap_t
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How to wrap the T coordinate. One of PIPE_TEX_WRAP.
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wrap_r
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How to wrap the R coordinate. One of PIPE_TEX_WRAP.
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min_img_filter
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The filter to use when minifying texels. One of PIPE_TEX_FILTER.
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min_mip_filter
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The filter to use when minifying mipmapped textures. One of
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PIPE_TEX_FILTER.
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mag_img_filter
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The filter to use when magnifying texels. One of PIPE_TEX_FILTER.
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normalized_coords
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Whether the texture coordinates are normalized. If normalized, they will
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always be in [0, 1]. If not, they will be in the range of each dimension
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of the loaded texture.
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prefilter
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XXX From the Doxy, "weird sampling state exposed by some APIs." Refine.
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lod_bias
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The bias to apply to the level of detail.
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min_lod
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Minimum level of detail, used to clamp LoD after bias.
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max_lod
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Maximum level of detail, used to clamp LoD after bias.
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border_color
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RGBA color used for out-of-bounds coordinates.
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max_anisotropy
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Maximum filtering to apply anisotropically to textures. Setting this to
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1.0 effectively disables anisotropic filtering.
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