+half_pixel_center
+ When true, the rasterizer should use (0.5, 0.5) pixel centers for
+ determining pixel ownership (e.g, OpenGL, D3D10 and higher)::
+
+ 0 0.5 1
+ 0 +-----+
+ | |
+ 0.5 | X |
+ | |
+ 1 +-----+
+
+ When false, the rasterizer should use (0, 0) pixel centers for determining
+ pixel ownership (e.g., D3D9 or ealier)::
+
+ -0.5 0 0.5
+ -0.5 +-----+
+ | |
+ 0 | X |
+ | |
+ 0.5 +-----+
+
+bottom_edge_rule
+ Determines what happens when a pixel sample lies precisely on a triangle
+ edge.
+
+ When true, a pixel sample is considered to lie inside of a triangle if it
+ lies on the *bottom edge* or *left edge* (e.g., OpenGL drawables)::
+
+ 0 x
+ 0 +--------------------->
+ |
+ | +-------------+
+ | | |
+ | | |
+ | | |
+ | +=============+
+ |
+ y V
+
+ When false, a pixel sample is considered to lie inside of a triangle if it
+ lies on the *top edge* or *left edge* (e.g., OpenGL FBOs, D3D)::
+
+ 0 x
+ 0 +--------------------->
+ |
+ | +=============+
+ | | |
+ | | |
+ | | |
+ | +-------------+
+ |
+ y V
+
+ Where:
+ - a *top edge* is an edge that is horizontal and is above the other edges;
+ - a *bottom edge* is an edge that is horizontal and is below the other
+ edges;
+ - a *left edge* is an edge that is not horizontal and is on the left side of
+ the triangle.
+
+ .. note::
+
+ Actually all graphics APIs use a top-left rasterization rule for pixel
+ ownership, but their notion of top varies with the axis origin (which
+ can be either at y = 0 or at y = height). Gallium instead always
+ assumes that top is always at y=0.
+
+ See also:
+ - http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
+ - http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
+
+clip_halfz
+ When true clip space in the z axis goes from [0..1] (D3D). When false
+ [-1, 1] (GL)
+
+depth_clip
+ When false, the near and far depth clipping planes of the view volume are
+ disabled and the depth value will be clamped at the per-pixel level, after
+ polygon offset has been applied and before depth testing.
+
+clip_plane_enable
+ For each k in [0, PIPE_MAX_CLIP_PLANES), if bit k of this field is set,
+ clipping half-space k is enabled, if it is clear, it is disabled.
+ The clipping half-spaces are defined either by the user clip planes in
+ ``pipe_clip_state``, or by the clip distance outputs of the shader stage
+ preceding the fragment shader.
+ If any clip distance output is written, those half-spaces for which no
+ clip distance is written count as disabled; i.e. user clip planes and
+ shader clip distances cannot be mixed, and clip distances take precedence.
+
+conservative_raster_mode
+ The conservative rasterization mode. For PIPE_CONSERVATIVE_RASTER_OFF,
+ conservative rasterization is disabled. For IPE_CONSERVATIVE_RASTER_POST_SNAP
+ or PIPE_CONSERVATIVE_RASTER_PRE_SNAP, conservative rasterization is nabled.
+ When conservative rasterization is enabled, the polygon smooth, line mooth,
+ point smooth and line stipple settings are ignored.
+ With the post-snap mode, unlike the pre-snap mode, fragments are never
+ generated for degenerate primitives. Degenerate primitives, when rasterized,
+ are considered back-facing and the vertex attributes and depth are that of
+ the provoking vertex.
+ If the post-snap mode is used with an unsupported primitive, the pre-snap
+ mode is used, if supported. Behavior is similar for the pre-snap mode.
+ If the pre-snap mode is used, fragments are generated with respect to the primitive
+ before vertex snapping.
+
+conservative_raster_dilate
+ The amount of dilation during conservative rasterization.
+
+subpixel_precision_x
+ A bias added to the horizontal subpixel precision during conservative rasterization.
+subpixel_precision_y
+ A bias added to the vertical subpixel precision during conservative rasterization.