Rasterizer
==========
-The rasterizer is the main chunk of state controlling how vertices are
-interpolated into fragments.
+The rasterizer state controls the rendering of points, lines and triangles.
+Attributes include polygon culling state, line width, line stipple,
+multisample state, scissoring and flat/smooth shading.
-Members
--------
+Linkage
+
+clamp_vertex_color
+^^^^^^^^^^^^^^^^^^
+
+If set, TGSI_SEMANTIC_COLOR registers are clamped to the [0, 1] range after
+the execution of the vertex shader, before being passed to the geometry
+shader or fragment shader.
+
+OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_float
+
+D3D11: seems always disabled
+
+Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the
+driver supports this control. If it's not supported, the state tracker may
+have to insert extra clamping code.
+
+
+clamp_fragment_color
+^^^^^^^^^^^^^^^^^^^^
+
+Controls whether TGSI_SEMANTIC_COLOR outputs of the fragment shader
+are clamped to [0, 1].
+
+OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_float
+
+D3D11: seems always disabled
+
+Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the
+driver supports this control. If it's not supported, the state tracker may
+have to insert extra clamping code.
-XXX undocumented light_twoside, front_winding, cull_mode, fill_cw, fill_ccw, offset_cw, offset_ccw
-XXX moar undocumented poly_smooth, line_stipple_factor, line_last_pixel, offset_units, offset_scale
-XXX sprite_coord_mode
+
+Shading
+-------
flatshade
- If set, the provoking vertex of each polygon is used to determine the
- color of the entire polygon. If not set, the color fragments will be
- interpolated from each vertex's color.
-scissor
- Whether the scissor test is enabled.
+^^^^^^^^^
+
+If set, the provoking vertex of each polygon is used to determine the color
+of the entire polygon. If not set, fragment colors will be interpolated
+between the vertex colors.
+
+The actual interpolated shading algorithm is obviously
+implementation-dependent, but will usually be Gourard for most hardware.
+
+.. note::
+
+ This is separate from the fragment shader input attributes
+ CONSTANT, LINEAR and PERSPECTIVE. The flatshade state is needed at
+ clipping time to determine how to set the color of new vertices.
+
+ :ref:`Draw` can implement flat shading by copying the provoking vertex
+ color to all the other vertices in the primitive.
+
+flatshade_first
+^^^^^^^^^^^^^^^
+
+Whether the first vertex should be the provoking vertex, for most primitives.
+If not set, the last vertex is the provoking vertex.
+
+There are a few important exceptions to the specification of this rule.
+
+* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
+ vertex. If the caller wishes to change the provoking vertex, they merely
+ need to rotate the vertices themselves.
+* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: The option only has
+ an effect if ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION`` is true.
+ If it is not, the provoking vertex is always the last vertex.
+* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
+ second vertex, not the first. This permits each segment of the fan to have
+ a different color.
+
+Polygons
+--------
+
+light_twoside
+^^^^^^^^^^^^^
+
+If set, there are per-vertex back-facing colors. The hardware
+(perhaps assisted by :ref:`Draw`) should be set up to use this state
+along with the front/back information to set the final vertex colors
+prior to rasterization.
+
+The frontface vertex shader color output is marked with TGSI semantic
+COLOR[0], and backface COLOR[1].
+
+front_ccw
+ Indicates whether the window order of front-facing polygons is
+ counter-clockwise (TRUE) or clockwise (FALSE).
+
+cull_mode
+ Indicates which faces of polygons to cull, either PIPE_FACE_NONE
+ (cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons),
+ PIPE_FACE_BACK (cull back-facing polygons), or
+ PIPE_FACE_FRONT_AND_BACK (cull all polygons).
+
+fill_front
+ Indicates how to fill front-facing polygons, either
+ PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
+ PIPE_POLYGON_MODE_POINT.
+fill_back
+ Indicates how to fill back-facing polygons, either
+ PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
+ PIPE_POLYGON_MODE_POINT.
+
poly_stipple_enable
Whether polygon stippling is enabled.
-point_smooth
- Whether points should be smoothed. Point smoothing turns rectangular
- points into circles or ovals.
-point_sprite
- Whether point sprites are enabled.
-point_size_per_vertex
- Whether vertices have a point size element.
-multisample
- Whether MSAA is enabled.
+poly_smooth
+ Controls OpenGL-style polygon smoothing/antialiasing
+
+offset_point
+ If set, point-filled polygons will have polygon offset factors applied
+offset_line
+ If set, line-filled polygons will have polygon offset factors applied
+offset_tri
+ If set, filled polygons will have polygon offset factors applied
+
+offset_units
+ Specifies the polygon offset bias
+offset_scale
+ Specifies the polygon offset scale
+offset_clamp
+ Upper (if > 0) or lower (if < 0) bound on the polygon offset result
+
+
+
+Lines
+-----
+
+line_width
+ The width of lines.
line_smooth
Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
line_stipple_enable
Whether line stippling is enabled.
line_stipple_pattern
16-bit bitfield of on/off flags, used to pattern the line stipple.
-bypass_vs_clip_and_viewport
- Whether the entire TCL pipeline should be bypassed. This implies that
- vertices are pre-transformed for the viewport, and will not be run
- through the vertex shader. Note that implementations may still clip away
- vertices that are not in the viewport.
-flatshade_first
- Whether the first vertex should be the provoking vertex, for most
- primitives. If not set, the last vertex is the provoking vertex.
-gl_rasterization_rules
- Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set,
- the rasterizer will use (0, 0) for pixel centers.
-line_width
- The width of lines.
+line_stipple_factor
+ When drawing a stippled line, each bit in the stipple pattern is
+ repeated N times, where N = line_stipple_factor + 1.
+line_last_pixel
+ Controls whether the last pixel in a line is drawn or not. OpenGL
+ omits the last pixel to avoid double-drawing pixels at the ends of lines
+ when drawing connected lines.
+
+
+Points
+------
+
+sprite_coord_enable
+^^^^^^^^^^^^^^^^^^^
+The effect of this state depends on PIPE_CAP_TGSI_TEXCOORD !
+
+Controls automatic texture coordinate generation for rendering sprite points.
+
+If PIPE_CAP_TGSI_TEXCOORD is false:
+When bit k in the sprite_coord_enable bitfield is set, then generic
+input k to the fragment shader will get an automatically computed
+texture coordinate.
+
+If PIPE_CAP_TGSI_TEXCOORD is true:
+The bitfield refers to inputs with TEXCOORD semantic instead of generic inputs.
+
+The texture coordinate will be of the form (s, t, 0, 1) where s varies
+from 0 to 1 from left to right while t varies from 0 to 1 according to
+the state of 'sprite_coord_mode' (see below).
+
+If any bit is set, then point_smooth MUST be disabled (there are no
+round sprites) and point_quad_rasterization MUST be true (sprites are
+always rasterized as quads). Any mismatch between these states should
+be considered a bug in the state-tracker.
+
+This feature is implemented in the :ref:`Draw` module but may also be
+implemented natively by GPUs or implemented with a geometry shader.
+
+
+sprite_coord_mode
+^^^^^^^^^^^^^^^^^
+
+Specifies how the value for each shader output should be computed when drawing
+point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will
+have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
+vertex will have coordinates (0,0,0,1).
+This state is used by :ref:`Draw` to generate texcoords.
+
+
+point_quad_rasterization
+^^^^^^^^^^^^^^^^^^^^^^^^
+
+Determines if points should be rasterized according to quad or point
+rasterization rules.
+
+OpenGL actually has quite different rasterization rules for points and
+point sprites - hence this indicates if points should be rasterized as
+points or according to point sprite (which decomposes them into quads,
+basically) rules.
+
+Additionally Direct3D will always use quad rasterization rules for
+points, regardless of whether point sprites are enabled or not.
+
+If this state is enabled, point smoothing and antialiasing are
+disabled. If it is disabled, point sprite coordinates are not
+generated.
+
+.. note::
+
+ Some renderers always internally translate points into quads; this state
+ still affects those renderers by overriding other rasterization state.
+
+point_smooth
+ Whether points should be smoothed. Point smoothing turns rectangular
+ points into circles or ovals.
+point_size_per_vertex
+ Whether the vertex shader is expected to have a point size output.
+ Undefined behaviour is permitted if there is disagreement between
+ this flag and the actual bound shader.
point_size
The size of points, if not specified per-vertex.
-point_size_min
- The minimum size of points.
-point_size_max
- The maximum size of points.
-Notes
------
-flatshade
-^^^^^^^^^
-The actual interpolated shading algorithm is obviously
-implementation-dependent, but will usually be Gourard for most hardware.
+Other Members
+-------------
-bypass_vs_clip_and_viewport
-^^^^^^^^^^^^^^^^^^^^^^^^^^^
+scissor
+ Whether the scissor test is enabled.
-When set, this implies that vertices are pre-transformed for the viewport, and
-will not be run through the vertex shader. Note that implementations may still
-clip away vertices that are not visible.
+multisample
+ Whether :term:`MSAA` is enabled.
-flatshade_first
-^^^^^^^^^^^^^^^
+gl_rasterization_rules
+ Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set,
+ the rasterizer will use (0, 0) for pixel centers.
-There are several important exceptions to the specification of this rule.
+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.
-* PIPE_PRIMITIVE_POLYGON: The provoking vertex is always the first vertex.
- If the caller wishes to change the provoking vertex, they merely need to
- rotate the vertices themselves.
-* PIPE_PRIMITIVE_QUAD, PIPE_PRIMITIVE_QUAD_STRIP: This option has no effect.
-* PIPE_PRIMITIVE_TRIANGLE_FAN: When set, the provoking vertex is the second
- vertex, not the first. This permits each segment of the fan to have a
- different color.
+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.