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author | Luca Barbieri <luca@luca-barbieri.com> | 2010-01-21 05:36:14 +0100 |
---|---|---|
committer | Luca Barbieri <luca@luca-barbieri.com> | 2010-01-29 14:13:14 +0100 |
commit | 73317139a4f78126af0dc4ddaef8206352740727 (patch) | |
tree | 0775bf5e5e8228b5ae276d4b3ff61afe7b39df0a /src/gallium/docs | |
parent | 3cea5525d0b59c7dadb4be634cc244948cd634e6 (diff) |
tgsi: add properties for fragment coord conventions (v3)
Changes in v3:
- Documented the new properties
- Added comments for property values
- Rebased to current master
Changes in v2:
- Caps are added in a separate, subsequent patch
This adds two TGSI fragment program properties that indicate the
fragment coord conventions.
The properties behave as described in the extension spec for
GL_ARB_fragment_coord_conventions, but the default origin in
upper left instead of lower left as in OpenGL.
The syntax is:
PROPERTY FS_COORD_ORIGIN [UPPER_LEFT|LOWER_LEFT]
PROPERTY FS_COORD_PIXEL_CENTER [HALF_INTEGER|INTEGER]
The names have been chosen for consistency with the GS properties
and the OpenGL extension spec.
The defaults are of course the previously assumed conventions:
UPPER_LEFT and HALF_INTEGER.
Diffstat (limited to 'src/gallium/docs')
-rw-r--r-- | src/gallium/docs/source/tgsi.rst | 47 |
1 files changed, 44 insertions, 3 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index 2c34a6bae5..3e702ceeda 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -1319,9 +1319,8 @@ are the Cartesian coordinates, and ``w`` is the homogenous coordinate and used for the perspective divide, if enabled. As a vertex shader output, position should be scaled to the viewport. When -used in fragment shaders, position will --- - -XXX --- wait a minute. Should position be in [0,1] for x and y? +used in fragment shaders, position will be in window coordinates. The convention +used depends on the FS_COORD_ORIGIN and FS_COORD_PIXEL_CENTER properties. XXX additionally, is there a way to configure the perspective divide? it's accelerated on most chipsets AFAIK... @@ -1400,3 +1399,45 @@ TGSI_SEMANTIC_EDGEFLAG """""""""""""""""""""" XXX no clue + + +Properties +^^^^^^^^^^^^^^^^^^^^^^^^ + + + Properties are general directives that apply to the whole TGSI program. + +FS_COORD_ORIGIN +""""""""""""""" + +Specifies the fragment shader TGSI_SEMANTIC_POSITION coordinate origin. +The default value is UPPER_LEFT. + +If UPPER_LEFT, the position will be (0,0) at the upper left corner and +increase downward and rightward. +If LOWER_LEFT, the position will be (0,0) at the lower left corner and +increase upward and rightward. + +OpenGL defaults to LOWER_LEFT, and is configurable with the +GL_ARB_fragment_coord_conventions extension. + +DirectX 9/10 use UPPER_LEFT. + +FS_COORD_PIXEL_CENTER +""""""""""""""""""""" + +Specifies the fragment shader TGSI_SEMANTIC_POSITION pixel center convention. +The default value is HALF_INTEGER. + +If HALF_INTEGER, the fractionary part of the position will be 0.5 +If INTEGER, the fractionary part of the position will be 0.0 + +Note that this does not affect the set of fragments generated by +rasterization, which is instead controlled by gl_rasterization_rules in the +rasterizer. + +OpenGL defaults to HALF_INTEGER, and is configurable with the +GL_ARB_fragment_coord_conventions extension. + +DirectX 9 uses INTEGER. +DirectX 10 uses HALF_INTEGER. |