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.. _rasterizer:
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Rasterizer
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==========
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The rasterizer state controls the rendering of points, lines and triangles.
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Attributes include polygon culling state, line width, line stipple,
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multisample state, scissoring and flat/smooth shading.
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Linkage
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clamp_vertex_color
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^^^^^^^^^^^^^^^^^^
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If set, TGSI_SEMANTIC_COLOR registers are clamped to the [0, 1] range after
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the execution of the vertex shader, before being passed to the geometry
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shader or fragment shader.
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OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_float
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D3D11: seems always disabled
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Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the
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driver supports this control.  If it's not supported, the state tracker may
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have to insert extra clamping code.
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clamp_fragment_color
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^^^^^^^^^^^^^^^^^^^^
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Controls whether TGSI_SEMANTIC_COLOR outputs of the fragment shader
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are clamped to [0, 1].
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OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_float
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D3D11: seems always disabled
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Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the
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driver supports this control.  If it's not supported, the state tracker may
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have to insert extra clamping code.
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Shading
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-------
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flatshade
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^^^^^^^^^
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If set, the provoking vertex of each polygon is used to determine the color
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of the entire polygon.  If not set, fragment colors will be interpolated
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between the vertex colors.
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The actual interpolated shading algorithm is obviously
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implementation-dependent, but will usually be Gourard for most hardware.
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.. note::
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    This is separate from the fragment shader input attributes
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    CONSTANT, LINEAR and PERSPECTIVE. The flatshade state is needed at
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    clipping time to determine how to set the color of new vertices.
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    :ref:`Draw` can implement flat shading by copying the provoking vertex
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    color to all the other vertices in the primitive.
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flatshade_first
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^^^^^^^^^^^^^^^
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Whether the first vertex should be the provoking vertex, for most primitives.
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If not set, the last vertex is the provoking vertex.
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There are a few important exceptions to the specification of this rule.
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* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
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  vertex. If the caller wishes to change the provoking vertex, they merely
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  need to rotate the vertices themselves.
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* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: The option only has
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  an effect if ``PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION`` is true.
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  If it is not, the provoking vertex is always the last vertex.
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* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
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  second vertex, not the first. This permits each segment of the fan to have
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  a different color.
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Polygons
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--------
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light_twoside
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^^^^^^^^^^^^^
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If set, there are per-vertex back-facing colors.  The hardware
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(perhaps assisted by :ref:`Draw`) should be set up to use this state
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along with the front/back information to set the final vertex colors
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prior to rasterization.
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The frontface vertex shader color output is marked with TGSI semantic
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COLOR[0], and backface COLOR[1].
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front_ccw
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    Indicates whether the window order of front-facing polygons is
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    counter-clockwise (TRUE) or clockwise (FALSE).
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cull_mode
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    Indicates which faces of polygons to cull, either PIPE_FACE_NONE
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    (cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons),
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    PIPE_FACE_BACK (cull back-facing polygons), or
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    PIPE_FACE_FRONT_AND_BACK (cull all polygons).
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fill_front
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    Indicates how to fill front-facing polygons, either
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    PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
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    PIPE_POLYGON_MODE_POINT.
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fill_back
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    Indicates how to fill back-facing polygons, either
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    PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or
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    PIPE_POLYGON_MODE_POINT.
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poly_stipple_enable
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    Whether polygon stippling is enabled.
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poly_smooth
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    Controls OpenGL-style polygon smoothing/antialiasing
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offset_point
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    If set, point-filled polygons will have polygon offset factors applied
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offset_line
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    If set, line-filled polygons will have polygon offset factors applied
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offset_tri
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    If set, filled polygons will have polygon offset factors applied
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offset_units
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    Specifies the polygon offset bias
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offset_scale
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    Specifies the polygon offset scale
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offset_clamp
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    Upper (if > 0) or lower (if < 0) bound on the polygon offset result
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Lines
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-----
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line_width
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    The width of lines.
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line_smooth
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    Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
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line_stipple_enable
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    Whether line stippling is enabled.
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line_stipple_pattern
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    16-bit bitfield of on/off flags, used to pattern the line stipple.
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line_stipple_factor
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    When drawing a stippled line, each bit in the stipple pattern is
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    repeated N times, where N = line_stipple_factor + 1.
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line_last_pixel
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    Controls whether the last pixel in a line is drawn or not.  OpenGL
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    omits the last pixel to avoid double-drawing pixels at the ends of lines
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    when drawing connected lines.
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Points
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------
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sprite_coord_enable
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^^^^^^^^^^^^^^^^^^^
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The effect of this state depends on PIPE_CAP_TGSI_TEXCOORD !
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Controls automatic texture coordinate generation for rendering sprite points.
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If PIPE_CAP_TGSI_TEXCOORD is false:
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When bit k in the sprite_coord_enable bitfield is set, then generic
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input k to the fragment shader will get an automatically computed
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texture coordinate.
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If PIPE_CAP_TGSI_TEXCOORD is true:
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The bitfield refers to inputs with TEXCOORD semantic instead of generic inputs.
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The texture coordinate will be of the form (s, t, 0, 1) where s varies
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from 0 to 1 from left to right while t varies from 0 to 1 according to
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the state of 'sprite_coord_mode' (see below).
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If any bit is set, then point_smooth MUST be disabled (there are no
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round sprites) and point_quad_rasterization MUST be true (sprites are
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always rasterized as quads).  Any mismatch between these states should
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be considered a bug in the state-tracker.
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This feature is implemented in the :ref:`Draw` module but may also be
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implemented natively by GPUs or implemented with a geometry shader.
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sprite_coord_mode
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^^^^^^^^^^^^^^^^^
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Specifies how the value for each shader output should be computed when drawing
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point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will
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have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
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vertex will have coordinates (0,0,0,1).
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This state is used by :ref:`Draw` to generate texcoords.
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point_quad_rasterization
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^^^^^^^^^^^^^^^^^^^^^^^^
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Determines if points should be rasterized according to quad or point
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rasterization rules.
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OpenGL actually has quite different rasterization rules for points and
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point sprites - hence this indicates if points should be rasterized as
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points or according to point sprite (which decomposes them into quads,
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basically) rules.
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Additionally Direct3D will always use quad rasterization rules for
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points, regardless of whether point sprites are enabled or not.
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If this state is enabled, point smoothing and antialiasing are
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disabled. If it is disabled, point sprite coordinates are not
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generated.
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.. note::
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   Some renderers always internally translate points into quads; this state
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   still affects those renderers by overriding other rasterization state.
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point_smooth
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    Whether points should be smoothed. Point smoothing turns rectangular
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    points into circles or ovals.
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point_size_per_vertex
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    Whether the vertex shader is expected to have a point size output.
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    Undefined behaviour is permitted if there is disagreement between
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    this flag and the actual bound shader.
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point_size
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    The size of points, if not specified per-vertex.
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Other Members
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-------------
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scissor
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    Whether the scissor test is enabled.
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multisample
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    Whether :term:`MSAA` is enabled.
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half_pixel_center
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    When true, the rasterizer should use (0.5, 0.5) pixel centers for
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    determining pixel ownership (e.g, OpenGL, D3D10 and higher)::
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           |     |
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       0.5 |  X  |
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           |     |
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        1  +-----+
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    When false, the rasterizer should use (0, 0) pixel centers for determining
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    pixel ownership (e.g., D3D9 or ealier)::
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         -0.5 0 0.5
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      -0.5 +-----+
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           |     |
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           |     |
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       0.5 +-----+
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bottom_edge_rule
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    Determines what happens when a pixel sample lies precisely on a triangle
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    edge.
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    When true, a pixel sample is considered to lie inside of a triangle if it
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    lies on the *bottom edge* or *left edge* (e.g., OpenGL drawables)::
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        |
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        |  +-------------+
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        |  |             |
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        |  |             |
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        |  |             |
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        |  +=============+
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        |
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      y V
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    When false, a pixel sample is considered to lie inside of a triangle if it
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    lies on the *top edge* or *left edge* (e.g., OpenGL FBOs, D3D)::
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        |
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        |  +=============+
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        |  |             |
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        |  |             |
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        |  |             |
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        |  +-------------+
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        |
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      y V
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    Where:
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     - a *top edge* is an edge that is horizontal and is above the other edges;
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     - a *bottom edge* is an edge that is horizontal and is below the other
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       edges;
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     - a *left edge* is an edge that is not horizontal and is on the left side of
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       the triangle.
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    .. note::
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        Actually all graphics APIs use a top-left rasterization rule for pixel
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        ownership, but their notion of top varies with the axis origin (which
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        can be either at y = 0 or at y = height).  Gallium instead always
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        assumes that top is always at y=0.
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    See also:
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     - http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
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     - http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
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clip_halfz
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    When true clip space in the z axis goes from [0..1] (D3D).  When false
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    [-1, 1] (GL)
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depth_clip
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    When false, the near and far depth clipping planes of the view volume are
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    disabled and the depth value will be clamped at the per-pixel level, after
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    polygon offset has been applied and before depth testing.
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clip_plane_enable
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    For each k in [0, PIPE_MAX_CLIP_PLANES), if bit k of this field is set,
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    clipping half-space k is enabled, if it is clear, it is disabled.
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    The clipping half-spaces are defined either by the user clip planes in
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    ``pipe_clip_state``, or by the clip distance outputs of the shader stage
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    preceding the fragment shader.
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    If any clip distance output is written, those half-spaces for which no
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    clip distance is written count as disabled; i.e. user clip planes and
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    shader clip distances cannot be mixed, and clip distances take precedence.