summaryrefslogtreecommitdiffstats
path: root/src/gallium/include/pipe/p_state.h
diff options
context:
space:
mode:
authorRoland Scheidegger <sroland@vmware.com>2014-01-09 16:55:22 +0100
committerRoland Scheidegger <sroland@vmware.com>2014-01-17 17:01:01 +0100
commit4b9bcf31f47c4530f22cbbaca73491d01e44a9d4 (patch)
treea2dc2322aeda46a7bfe58e863f3dbe540e524b63 /src/gallium/include/pipe/p_state.h
parent739dc95e676b31349525b7daf99453b987748248 (diff)
downloadexternal_mesa3d-4b9bcf31f47c4530f22cbbaca73491d01e44a9d4.zip
external_mesa3d-4b9bcf31f47c4530f22cbbaca73491d01e44a9d4.tar.gz
external_mesa3d-4b9bcf31f47c4530f22cbbaca73491d01e44a9d4.tar.bz2
gallium: add bits for clipping points as tris (d3d-style)
OpenGL does whole-point clipping, that is a large point is either fully clipped or fully unclipped (the latter means it may extend beyond the viewport as long as the center is inside the viewport). d3d9 (d3d10 has no large points) however requires points to be clipped after they are expanded to a rectangle. (Note some IHVs are known to ignore GL rules at least with some hw/drivers.) Hence add a rasterizer bit indicating which way points should be clipped (some drivers probably will always ignore this), and add the draw interaction this requires. Drivers wanting to support this and using draw must support large points on their own as draw doesn't implement vp clipping on the expanded points (it potentially could but the complexity doesn't seem warranted), and the driver needs to do viewport scissoring on such points. Conflicts: src/gallium/drivers/llvmpipe/lp_context.c src/gallium/drivers/llvmpipe/lp_state_derived.c Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Diffstat (limited to 'src/gallium/include/pipe/p_state.h')
-rw-r--r--src/gallium/include/pipe/p_state.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/include/pipe/p_state.h b/src/gallium/include/pipe/p_state.h
index 1b5f88e..1ccf3b0 100644
--- a/src/gallium/include/pipe/p_state.h
+++ b/src/gallium/include/pipe/p_state.h
@@ -99,6 +99,7 @@ struct pipe_rasterizer_state
unsigned point_smooth:1;
unsigned sprite_coord_mode:1; /**< PIPE_SPRITE_COORD_ */
unsigned point_quad_rasterization:1; /** points rasterized as quads or points */
+ unsigned point_tri_clip:1; /** large points clipped as tris or points */
unsigned point_size_per_vertex:1; /**< size computed in vertex shader */
unsigned multisample:1; /* XXX maybe more ms state in future */
unsigned line_smooth:1;