[Mesa-dev] [PATCH 2/2] gallium: Replaced gl_rasterization_rules with lower_left_origin and half_pixel_center.

Jose Fonseca jfonseca at vmware.com
Tue Apr 23 09:39:11 PDT 2013


My follow on changes can be seen at http://cgit.freedesktop.org/~jrfonseca/mesa/log/?h=gl-rasterization-rules

Jose

----- Original Message -----
> Ok. I've moved the docs to src/gallium/docs/source/cso/rasterizer.rst , and
> renamed `lower_left_origin` to `bottom_edge_rule`.
> 
> This is how it looks like:
> 
>   http://people.freedesktop.org/~jrfonseca/gl_rasterization_rules/cso/rasterizer.html#other-members
> 
> Jose
> 
> ----- Original Message -----
> > Yeah, I was confused when reading the comment and the diagrams. It
> > probably shouldn't mention the screen origin at all and instead should
> > say which one of the top and bottom edges is inclusive and which one
> > is exclusive when determining pixel ownership.
> > 
> > Anyway, thank you for fixing this. I would have probably never knew
> > how to fix the triangle rasterization tests if you didn't bring this
> > up.
> > 
> > Marek
> > 
> > On Sun, Apr 21, 2013 at 7:54 PM, Jose Fonseca <jfonseca at vmware.com> wrote:
> > > ----- Original Message -----
> > >> Some suggestions for the name:
> > >>
> > >> lower_left_edge_rule
> > >> lower_left_rasterization_edge_rule
> > >> gl_edge_rule
> > >> gl_rasterization_edge_rule
> > >>
> > >> In this case, the name is not as important as the documentation which
> > >> defines the behavior of the state.
> > >
> > > On that note, I thought that James' diagrams were pretty good.  Maybe the
> > > axis is misleading.
> > >
> > >
> > > +   /**
> > > +    * Triangle rasterization always uses a 'top,left' rule for pixel
> > > ownership,
> > > +    * this just alters what we consider to be the top edge for that
> > > test.
> > > +    *
> > > +    * When true, screen coordinates origin is considered to be at
> > > bottom-left
> > > +    * (e.g., OpenGL drawables):
> > > +    *
> > > +    *  y ^
> > > +    *    |
> > > +    *    |  +=============+ <- top edge
> > > +    *    |  |             |
> > > +    *    |  |             |
> > > +    *    |  |             |
> > > +    *    |  +-------------+
> > > +    *    |
> > > +    *  0 +--------------------->
> > > +    *    0                    x
> > > +    *
> > > +    *  When false, screen coordinates origin is considered to be at
> > > top-left
> > > +    *  (e.g., OpenGL FBOs, D3D):
> > > +    *
> > > +    *    0                    x
> > > +    *  0 +--------------------->
> > > +    *    |
> > > +    *    |  +=============+ <- top edge
> > > +    *    |  |             |
> > > +    *    |  |             |
> > > +    *    |  |             |
> > > +    *    |  +-------------+
> > > +    *    |
> > > +    *  y V
> > >      *
> > > -    * Triangle rasterization always uses a 'top,left' rule for pixel
> > > -    * ownership, this just alters which point we consider the pixel
> > > -    * center for that test.
> > > +    * See also:
> > > +    * -
> > > http://www.opengl.org/registry/specs/ARB/fragment_coord_conventions.txt
> > > +    * -
> > > http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
> > > +    * -
> > > http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
> > >      */
> > > -   unsigned gl_rasterization_rules:1;
> > > +   unsigned lower_left_origin:1;
> > >
> > >     /**
> > >      * When true, rasterization is disabled and no pixels are written.
> > >
> > > Jose
> > 
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