6 The rasterizer state controls the rendering of points, lines and triangles.
7 Attributes include polygon culling state, line width, line stipple,
8 multisample state, scissoring and flat/smooth shading.
15 If set, TGSI_SEMANTIC_COLOR registers are clamped to the [0, 1] range after
16 the execution of the vertex shader, before being passed to the geometry
17 shader or fragment shader.
19 OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_float
21 D3D11: seems always disabled
23 Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the
24 driver supports this control. If it's not supported, the state tracker may
25 have to insert extra clamping code.
31 Controls whether TGSI_SEMANTIC_COLOR outputs of the fragment shader
32 are clamped to [0, 1].
34 OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_float
36 D3D11: seems always disabled
38 Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the
39 driver supports this control. If it's not supported, the state tracker may
40 have to insert extra clamping code.
49 If set, the provoking vertex of each polygon is used to determine the color
50 of the entire polygon. If not set, fragment colors will be interpolated
51 between the vertex colors.
53 The actual interpolated shading algorithm is obviously
54 implementation-dependent, but will usually be Gourard for most hardware.
58 This is separate from the fragment shader input attributes
59 CONSTANT, LINEAR and PERSPECTIVE. The flatshade state is needed at
60 clipping time to determine how to set the color of new vertices.
62 :ref:`Draw` can implement flat shading by copying the provoking vertex
63 color to all the other vertices in the primitive.
68 Whether the first vertex should be the provoking vertex, for most primitives.
69 If not set, the last vertex is the provoking vertex.
71 There are a few important exceptions to the specification of this rule.
73 * ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
74 vertex. If the caller wishes to change the provoking vertex, they merely
75 need to rotate the vertices themselves.
76 * ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: The option only has
77 an effect if ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION`` is true.
78 If it is not, the provoking vertex is always the last vertex.
79 * ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
80 second vertex, not the first. This permits each segment of the fan to have
89 If set, there are per-vertex back-facing colors. The hardware
90 (perhaps assisted by :ref:`Draw`) should be set up to use this state
91 along with the front/back information to set the final vertex colors
92 prior to rasterization.
94 The frontface vertex shader color output is marked with TGSI semantic
95 COLOR[0], and backface COLOR[1].
98 Indicates whether the window order of front-facing polygons is
99 counter-clockwise (TRUE) or clockwise (FALSE).
102 Indicates which faces of polygons to cull, either PIPE_FACE_NONE
103 (cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons),
104 PIPE_FACE_BACK (cull back-facing polygons), or
105 PIPE_FACE_FRONT_AND_BACK (cull all polygons).
108 Indicates how to fill front-facing polygons, either
109 PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
110 PIPE_POLYGON_MODE_POINT.
112 Indicates how to fill back-facing polygons, either
113 PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
114 PIPE_POLYGON_MODE_POINT.
117 Whether polygon stippling is enabled.
119 Controls OpenGL-style polygon smoothing/antialiasing
122 If set, point-filled polygons will have polygon offset factors applied
124 If set, line-filled polygons will have polygon offset factors applied
126 If set, filled polygons will have polygon offset factors applied
129 Specifies the polygon offset bias
131 Specifies the polygon offset scale
133 Upper (if > 0) or lower (if < 0) bound on the polygon offset result
143 Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
145 Whether line stippling is enabled.
147 16-bit bitfield of on/off flags, used to pattern the line stipple.
149 When drawing a stippled line, each bit in the stipple pattern is
150 repeated N times, where N = line_stipple_factor + 1.
152 Controls whether the last pixel in a line is drawn or not. OpenGL
153 omits the last pixel to avoid double-drawing pixels at the ends of lines
154 when drawing connected lines.
162 The effect of this state depends on PIPE_CAP_TGSI_TEXCOORD !
164 Controls automatic texture coordinate generation for rendering sprite points.
166 If PIPE_CAP_TGSI_TEXCOORD is false:
167 When bit k in the sprite_coord_enable bitfield is set, then generic
168 input k to the fragment shader will get an automatically computed
171 If PIPE_CAP_TGSI_TEXCOORD is true:
172 The bitfield refers to inputs with TEXCOORD semantic instead of generic inputs.
174 The texture coordinate will be of the form (s, t, 0, 1) where s varies
175 from 0 to 1 from left to right while t varies from 0 to 1 according to
176 the state of 'sprite_coord_mode' (see below).
178 If any bit is set, then point_smooth MUST be disabled (there are no
179 round sprites) and point_quad_rasterization MUST be true (sprites are
180 always rasterized as quads). Any mismatch between these states should
181 be considered a bug in the state-tracker.
183 This feature is implemented in the :ref:`Draw` module but may also be
184 implemented natively by GPUs or implemented with a geometry shader.
190 Specifies how the value for each shader output should be computed when drawing
191 point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will
192 have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
193 vertex will have coordinates (0,0,0,1).
194 This state is used by :ref:`Draw` to generate texcoords.
197 point_quad_rasterization
198 ^^^^^^^^^^^^^^^^^^^^^^^^
200 Determines if points should be rasterized according to quad or point
203 (Legacy-only) OpenGL actually has quite different rasterization rules
204 for points and point sprites - hence this indicates if points should be
205 rasterized as points or according to point sprite (which decomposes them
206 into quads, basically) rules. Newer GL versions no longer support the old
209 Additionally Direct3D will always use quad rasterization rules for
210 points, regardless of whether point sprites are enabled or not.
212 If this state is enabled, point smoothing and antialiasing are
213 disabled. If it is disabled, point sprite coordinates are not
218 Some renderers always internally translate points into quads; this state
219 still affects those renderers by overriding other rasterization state.
222 Determines if clipping of points should happen after they are converted
223 to "rectangles" (required by d3d) or before (required by OpenGL, though
224 this rule is ignored by some IHVs).
225 It is not valid to set this to enabled but have point_quad_rasterization
228 Whether points should be smoothed. Point smoothing turns rectangular
229 points into circles or ovals.
230 point_size_per_vertex
231 Whether the vertex shader is expected to have a point size output.
232 Undefined behaviour is permitted if there is disagreement between
233 this flag and the actual bound shader.
235 The size of points, if not specified per-vertex.
243 Whether the scissor test is enabled.
246 Whether :term:`MSAA` is enabled.
249 When true, the rasterizer should use (0.5, 0.5) pixel centers for
250 determining pixel ownership (e.g, OpenGL, D3D10 and higher)::
259 When false, the rasterizer should use (0, 0) pixel centers for determining
260 pixel ownership (e.g., D3D9 or ealier)::
270 Determines what happens when a pixel sample lies precisely on a triangle
273 When true, a pixel sample is considered to lie inside of a triangle if it
274 lies on the *bottom edge* or *left edge* (e.g., OpenGL drawables)::
277 0 +--------------------->
287 When false, a pixel sample is considered to lie inside of a triangle if it
288 lies on the *top edge* or *left edge* (e.g., OpenGL FBOs, D3D)::
291 0 +--------------------->
302 - a *top edge* is an edge that is horizontal and is above the other edges;
303 - a *bottom edge* is an edge that is horizontal and is below the other
305 - a *left edge* is an edge that is not horizontal and is on the left side of
310 Actually all graphics APIs use a top-left rasterization rule for pixel
311 ownership, but their notion of top varies with the axis origin (which
312 can be either at y = 0 or at y = height). Gallium instead always
313 assumes that top is always at y=0.
316 - http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
317 - http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
320 When true clip space in the z axis goes from [0..1] (D3D). When false
324 When false, the near and far depth clipping planes of the view volume are
325 disabled and the depth value will be clamped at the per-pixel level, after
326 polygon offset has been applied and before depth testing.
329 For each k in [0, PIPE_MAX_CLIP_PLANES), if bit k of this field is set,
330 clipping half-space k is enabled, if it is clear, it is disabled.
331 The clipping half-spaces are defined either by the user clip planes in
332 ``pipe_clip_state``, or by the clip distance outputs of the shader stage
333 preceding the fragment shader.
334 If any clip distance output is written, those half-spaces for which no
335 clip distance is written count as disabled; i.e. user clip planes and
336 shader clip distances cannot be mixed, and clip distances take precedence.