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Lines Matching refs:viewport

70     pipeline before rasterization is the viewport transformation. This stage
74 single viewport per context. In order to draw primitives into multiple
75 viewports, the OpenGL viewport may be changed between several draw calls.
80 render targets share the same, global OpenGL viewport.
83 viewports. Each viewport is specified as a rectangle. The destination
84 viewport may be selected per-primitive by the geometry shader. This allows
86 for separate viewport rectangles on the same surface. Additionally, when
88 viewport rectangle to be selected for each. This extension also exposes a
89 separate scissor rectangle for each viewport. Finally, the viewport bounds
91 applied during the viewport transform.
170 Geometry shaders may also select the destination viewport for each
171 output primitive. The destination viewport for a primitive may be
174 shader to direct its output to a different viewport for each
179 rendering layer or viewport index is implementation-dependent and
180 thus portable applications will assign the same layer and viewport
200 The viewport transformation is determined by the selected viewport's
208 writes to gl_ViewportIndex, the viewport transformation uses the
209 viewport corresponding to the value assigned to gl_ViewportIndex
211 value of the viewport index is outside the range zero to the value
212 of MAX_VIEWPORTS minus one, the results of the viewport
215 viewport numbered zero is used by the viewport transformation.
218 primitives such as TRIANGLE_STRIP. In this case, the viewport
221 The factor and offset applied to Z_d for each viewport encoded by n
230 viewport to modify and <count> specifies the number of viewports. If
235 specifying near (n) and far (f) for each viewport in that order.
237 DepthRangeIndexed specifies the depth range for a single viewport
262 simultaneously. <first> specifies the index of the first viewport to
269 each viewport, in that order. <x> and <y> give the location of the
270 viewport's lower left corner and <w> and <h> give the viewport's
274 single viewport and are equivalent (assuming no errors are
292 The viewport parameters shown in the above equations are found from these
300 The location of the viewport's bottom-left corner, given by (x,y), are
301 clamped to be within the implementation-dependent viewport bounds range.
302 The viewport bounds range [min, max] tuple may be determined by
309 viewport dimensions must be greater than or equal to the larger of
315 The state required to implement the viewport transformations is four
317 viewport. In the initial state, w and h for each viewport are set to
325 The precision with which the GL interprets the floating point viewport
340 defined by four values for each viewport. These values are set with
348 applied to the corresponding viewport (see section 2.16.1
361 selected in the same manner as the viewport (see section 2.16.1).
367 is enabled or disabled for a specific viewport using Enablei or
369 selected viewport. When disabled, it is as if the scissor test
370 always passes. The value of the scissor test enable for viewport <i>
372 <index> <i>. The value of the scissor test enable for viewport zero
376 error is generated. If the viewport index specified to Enablei,
380 The state required consists of four integer values per viewport, and
382 viewport. In the initial state, left = bottom = 0, and width and
390 a single viewport and are equivalent (assuming no errors are
453 geometry language, and provides the index of the viewport to which the
455 generated by the geometry shader will undergo viewport transformation and
456 scissor testing using the viewport transformation and scissor rectangle
457 selected by the value of gl_ViewportIndex. The viewport index used will
459 the viewport index comes from is implementation-dependent, so it is best to
460 use the same viewport index for all vertices of the primitive. If a geometry
461 shader does not assign a value to gl_ViewportIndex, viewport transform
498 viewport's width or height is less than 0.
516 … 16* x 4 x R GetFloati_v See 2.11.1 Viewport origin & extent 2.11.1 viewport
517 … 16* x 2 x R[0,1] GetDoublei_v See 2.16.1 Depth range near & far 2.16.1 viewport
537 …MAX_VIEWPORT_DIMS (NOTE 1) 2 x Z+ GetFloatv See 2.16.1 Maximum viewport dimension…
541 … precision for viewport bounds
550 NOTE 2: range for viewport bounds:
590 option is specified, geometry result variable "result.viewport" can be
591 used to specify the viewport array index to use for primitive viewport
597 | <resPrefix> "viewport"
603 result.viewport (v,*,*,*) viewport array index
607 If a result variable binding matches "result.viewport", updates to the "x"
609 viewport index specifier for viewport arrays. The index must be written as
612 behavior is to proceed as if viewport index 0 was selected. If the
613 "ARB_viewport_array" program option is not specified, the "result.viewport"
621 result binding "result.viewport" will be available to specify the viewport
622 index to use for primitive viewport transformations and scissoring as
642 3) Does legacy glViewport update just the first viewport, or all of them?
645 an array containing a single viewport once for each supported viewport.
678 6) What happens if the viewport bounds lie on exact half-pixel coordinates?
680 'inside' the viewport?
682 DISCUSSION: The viewport transformation includes clipping. Assuming this
683 clipping has similar precision to the viewport transform itself, then
689 This discussion is technically incorrect -- the viewport
691 geometric primitives, the viewport transformation is applied to vertices
693 there is some clipping in the vicinity of the viewport transformation.
709 such implementations will enable per-pixel scissoring to the viewport
721 the viewport. With integer viewport coordinates, both edges will be exactly
723 have either the left or right edge light up pixels outside the viewport. If
724 the viewport is the full window, this means that one of those lines won't be
728 primitives on or near the edge of the viewport should technically extend
729 outside the viewport. For example, a four-pixel point on the left edge of
730 the viewport should light up eight pixels (2x4) outside the left edge of the
731 viewport. The scissoring used for guardband clipping will discard those
734 visible artifacts if: (a) the viewport covers the entire window or (b) the
740 within the fractional viewport (to the limits of clipping math, at least).
741 Guardband clipping will have primitives that extend beyond the viewport and
742 probably cover full pixels at the boundary of the viewport. (This discussion
744 viewport clip to pass on pixels containing any fraction of the floating-point
745 viewport.)
749 behavior with fractional viewports, they can program a slightly wider viewport
750 and scissor away the pixels along the edge of the expanded viewport.
756 viewport rectangle. Note that this scissor rectangle needs to either be
760 (2) Edit the viewport section of the spec to briefly discuss the implications
765 This allows an application to query the precision of the viewport
767 this indicates that the viewport bounds are likely implemented using
770 point viewport bounds, it may report a sufficiently high value to
801 12 05/17/2010 gsellers Error is not generated for viewport bounds
807 valid values for the viewport location.
808 added queries to determing layer and viewport
811 8 05/06/2010 gsellers Remove error if viewport > MAX_VIEWPORT_DIMS.
818 Change viewport bounds to floating point values.
819 Add viewport subpixel precision query.