Lines Matching +full:gallium +full:- +full:rules
24 driver supports this control. If it's not supported, gallium frontends may
39 driver supports this control. If it's not supported, gallium frontends may
44 -------
54 implementation-dependent, but will usually be Gourard for most hardware.
84 --------
89 If set, there are per-vertex back-facing colors. The hardware
98 Indicates whether the window order of front-facing polygons is
99 counter-clockwise (TRUE) or clockwise (FALSE).
103 (cull no polygons), PIPE_FACE_FRONT (cull front-facing polygons),
104 PIPE_FACE_BACK (cull back-facing polygons), or
108 Indicates how to fill front-facing polygons, either
112 Indicates how to fill back-facing polygons, either
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
144 -----
149 Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
153 16-bit bitfield of on/off flags, used to pattern the line stipple.
159 omits the last pixel to avoid double-drawing pixels at the ends of lines
164 ------
187 be considered a bug in the gallium frontend.
197 point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will
198 have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left
207 rasterization rules.
209 (Legacy-only) OpenGL actually has quite different rasterization rules
210 for points and point sprites - hence this indicates if points should be
212 into quads, basically) rules. Newer GL versions no longer support the old
213 point rules at all.
215 Additionally Direct3D will always use quad rasterization rules for
241 The size of points, if not specified per-vertex.
246 -------------
259 0 +-----+
263 1 +-----+
268 -0.5 0 0.5
269 -0.5 +-----+
273 0.5 +-----+
283 0 +--------------------->
285 | +-------------+
297 0 +--------------------->
303 | +-------------+
308 - a *top edge* is an edge that is horizontal and is above the other edges;
309 - a *bottom edge* is an edge that is horizontal and is below the other
311 - a *left edge* is an edge that is not horizontal and is on the left side of
316 Actually all graphics APIs use a top-left rasterization rule for pixel
318 can be either at y = 0 or at y = height). Gallium instead always
322 - http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
323 - http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
327 [-1, 1] (GL)
335 near and far depth range at the per-pixel level, after polygon offset has
337 to GL rules should always happen even if this is disabled.
341 clipping half-space k is enabled, if it is clear, it is disabled.
342 The clipping half-spaces are defined either by the user clip planes in
345 If any clip distance output is written, those half-spaces for which no
355 With the post-snap mode, unlike the pre-snap mode, fragments are never
357 are considered back-facing and the vertex attributes and depth are that of
359 If the post-snap mode is used with an unsupported primitive, the pre-snap
360 mode is used, if supported. Behavior is similar for the pre-snap mode.
361 If the pre-snap mode is used, fragments are generated with respect to the primitive