1.. _rasterizer: 2 3Rasterizer 4========== 5 6The rasterizer state controls the rendering of points, lines and triangles. 7Attributes include polygon culling state, line width, line stipple, 8multisample state, scissoring and flat/smooth shading. 9 10Linkage 11 12clamp_vertex_color 13^^^^^^^^^^^^^^^^^^ 14 15If set, TGSI_SEMANTIC_COLOR registers are clamped to the [0, 1] range after 16the execution of the vertex shader, before being passed to the geometry 17shader or fragment shader. 18 19OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_float 20 21D3D11: seems always disabled 22 23Note the PIPE_CAP_VERTEX_COLOR_CLAMPED query indicates whether or not the 24driver supports this control. If it's not supported, the state tracker may 25have to insert extra clamping code. 26 27 28clamp_fragment_color 29^^^^^^^^^^^^^^^^^^^^ 30 31Controls whether TGSI_SEMANTIC_COLOR outputs of the fragment shader 32are clamped to [0, 1]. 33 34OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_float 35 36D3D11: seems always disabled 37 38Note the PIPE_CAP_FRAGMENT_COLOR_CLAMPED query indicates whether or not the 39driver supports this control. If it's not supported, the state tracker may 40have to insert extra clamping code. 41 42 43Shading 44------- 45 46flatshade 47^^^^^^^^^ 48 49If set, the provoking vertex of each polygon is used to determine the color 50of the entire polygon. If not set, fragment colors will be interpolated 51between the vertex colors. 52 53The actual interpolated shading algorithm is obviously 54implementation-dependent, but will usually be Gourard for most hardware. 55 56.. note:: 57 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. 61 62 :ref:`Draw` can implement flat shading by copying the provoking vertex 63 color to all the other vertices in the primitive. 64 65flatshade_first 66^^^^^^^^^^^^^^^ 67 68Whether the first vertex should be the provoking vertex, for most primitives. 69If not set, the last vertex is the provoking vertex. 70 71There are a few important exceptions to the specification of this rule. 72 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 81 a different color. 82 83Polygons 84-------- 85 86light_twoside 87^^^^^^^^^^^^^ 88 89If set, there are per-vertex back-facing colors. The hardware 90(perhaps assisted by :ref:`Draw`) should be set up to use this state 91along with the front/back information to set the final vertex colors 92prior to rasterization. 93 94The frontface vertex shader color output is marked with TGSI semantic 95COLOR[0], and backface COLOR[1]. 96 97front_ccw 98 Indicates whether the window order of front-facing polygons is 99 counter-clockwise (TRUE) or clockwise (FALSE). 100 101cull_mode 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). 106 107fill_front 108 Indicates how to fill front-facing polygons, either 109 PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or 110 PIPE_POLYGON_MODE_POINT. 111fill_back 112 Indicates how to fill back-facing polygons, either 113 PIPE_POLYGON_MODE_FILL, PIPE_POLYGON_MODE_LINE or 114 PIPE_POLYGON_MODE_POINT. 115 116poly_stipple_enable 117 Whether polygon stippling is enabled. 118poly_smooth 119 Controls OpenGL-style polygon smoothing/antialiasing 120 121offset_point 122 If set, point-filled polygons will have polygon offset factors applied 123offset_line 124 If set, line-filled polygons will have polygon offset factors applied 125offset_tri 126 If set, filled polygons will have polygon offset factors applied 127 128offset_units 129 Specifies the polygon offset bias 130offset_units_unscaled 131 Specifies the unit of the polygon offset bias. If false, use the 132 GL/D3D1X behaviour. If true, offset_units is a floating point offset 133 which isn't scaled (D3D9). Note that GL/D3D1X behaviour has different 134 formula whether the depth buffer is unorm or float, which is not 135 the case for D3D9. 136offset_scale 137 Specifies the polygon offset scale 138offset_clamp 139 Upper (if > 0) or lower (if < 0) bound on the polygon offset result 140 141 142 143Lines 144----- 145 146line_width 147 The width of lines. 148line_smooth 149 Whether lines should be smoothed. Line smoothing is simply anti-aliasing. 150line_stipple_enable 151 Whether line stippling is enabled. 152line_stipple_pattern 153 16-bit bitfield of on/off flags, used to pattern the line stipple. 154line_stipple_factor 155 When drawing a stippled line, each bit in the stipple pattern is 156 repeated N times, where N = line_stipple_factor + 1. 157line_last_pixel 158 Controls whether the last pixel in a line is drawn or not. OpenGL 159 omits the last pixel to avoid double-drawing pixels at the ends of lines 160 when drawing connected lines. 161 162 163Points 164------ 165 166sprite_coord_enable 167^^^^^^^^^^^^^^^^^^^ 168The effect of this state depends on PIPE_CAP_TGSI_TEXCOORD ! 169 170Controls automatic texture coordinate generation for rendering sprite points. 171 172If PIPE_CAP_TGSI_TEXCOORD is false: 173When bit k in the sprite_coord_enable bitfield is set, then generic 174input k to the fragment shader will get an automatically computed 175texture coordinate. 176 177If PIPE_CAP_TGSI_TEXCOORD is true: 178The bitfield refers to inputs with TEXCOORD semantic instead of generic inputs. 179 180The texture coordinate will be of the form (s, t, 0, 1) where s varies 181from 0 to 1 from left to right while t varies from 0 to 1 according to 182the state of 'sprite_coord_mode' (see below). 183 184If any bit is set, then point_smooth MUST be disabled (there are no 185round sprites) and point_quad_rasterization MUST be true (sprites are 186always rasterized as quads). Any mismatch between these states should 187be considered a bug in the state-tracker. 188 189This feature is implemented in the :ref:`Draw` module but may also be 190implemented natively by GPUs or implemented with a geometry shader. 191 192 193sprite_coord_mode 194^^^^^^^^^^^^^^^^^ 195 196Specifies how the value for each shader output should be computed when drawing 197point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will 198have coordinates (0,0,0,1). For PIPE_SPRITE_COORD_UPPER_LEFT, the upper-left 199vertex will have coordinates (0,0,0,1). 200This state is used by :ref:`Draw` to generate texcoords. 201 202 203point_quad_rasterization 204^^^^^^^^^^^^^^^^^^^^^^^^ 205 206Determines if points should be rasterized according to quad or point 207rasterization rules. 208 209(Legacy-only) OpenGL actually has quite different rasterization rules 210for points and point sprites - hence this indicates if points should be 211rasterized as points or according to point sprite (which decomposes them 212into quads, basically) rules. Newer GL versions no longer support the old 213point rules at all. 214 215Additionally Direct3D will always use quad rasterization rules for 216points, regardless of whether point sprites are enabled or not. 217 218If this state is enabled, point smoothing and antialiasing are 219disabled. If it is disabled, point sprite coordinates are not 220generated. 221 222.. note:: 223 224 Some renderers always internally translate points into quads; this state 225 still affects those renderers by overriding other rasterization state. 226 227point_tri_clip 228 Determines if clipping of points should happen after they are converted 229 to "rectangles" (required by d3d) or before (required by OpenGL, though 230 this rule is ignored by some IHVs). 231 It is not valid to set this to enabled but have point_quad_rasterization 232 disabled. 233point_smooth 234 Whether points should be smoothed. Point smoothing turns rectangular 235 points into circles or ovals. 236point_size_per_vertex 237 Whether the vertex shader is expected to have a point size output. 238 Undefined behaviour is permitted if there is disagreement between 239 this flag and the actual bound shader. 240point_size 241 The size of points, if not specified per-vertex. 242 243 244 245Other Members 246------------- 247 248scissor 249 Whether the scissor test is enabled. 250 251multisample 252 Whether :term:`MSAA` is enabled. 253 254half_pixel_center 255 When true, the rasterizer should use (0.5, 0.5) pixel centers for 256 determining pixel ownership (e.g, OpenGL, D3D10 and higher):: 257 258 0 0.5 1 259 0 +-----+ 260 | | 261 0.5 | X | 262 | | 263 1 +-----+ 264 265 When false, the rasterizer should use (0, 0) pixel centers for determining 266 pixel ownership (e.g., D3D9 or ealier):: 267 268 -0.5 0 0.5 269 -0.5 +-----+ 270 | | 271 0 | X | 272 | | 273 0.5 +-----+ 274 275bottom_edge_rule 276 Determines what happens when a pixel sample lies precisely on a triangle 277 edge. 278 279 When true, a pixel sample is considered to lie inside of a triangle if it 280 lies on the *bottom edge* or *left edge* (e.g., OpenGL drawables):: 281 282 0 x 283 0 +---------------------> 284 | 285 | +-------------+ 286 | | | 287 | | | 288 | | | 289 | +=============+ 290 | 291 y V 292 293 When false, a pixel sample is considered to lie inside of a triangle if it 294 lies on the *top edge* or *left edge* (e.g., OpenGL FBOs, D3D):: 295 296 0 x 297 0 +---------------------> 298 | 299 | +=============+ 300 | | | 301 | | | 302 | | | 303 | +-------------+ 304 | 305 y V 306 307 Where: 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 310 edges; 311 - a *left edge* is an edge that is not horizontal and is on the left side of 312 the triangle. 313 314 .. note:: 315 316 Actually all graphics APIs use a top-left rasterization rule for pixel 317 ownership, but their notion of top varies with the axis origin (which 318 can be either at y = 0 or at y = height). Gallium instead always 319 assumes that top is always at y=0. 320 321 See also: 322 - http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx 323 - http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx 324 325clip_halfz 326 When true clip space in the z axis goes from [0..1] (D3D). When false 327 [-1, 1] (GL) 328 329depth_clip 330 When false, the near and far depth clipping planes of the view volume are 331 disabled and the depth value will be clamped at the per-pixel level, after 332 polygon offset has been applied and before depth testing. 333 334clip_plane_enable 335 For each k in [0, PIPE_MAX_CLIP_PLANES), if bit k of this field is set, 336 clipping half-space k is enabled, if it is clear, it is disabled. 337 The clipping half-spaces are defined either by the user clip planes in 338 ``pipe_clip_state``, or by the clip distance outputs of the shader stage 339 preceding the fragment shader. 340 If any clip distance output is written, those half-spaces for which no 341 clip distance is written count as disabled; i.e. user clip planes and 342 shader clip distances cannot be mixed, and clip distances take precedence. 343