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authorRoland Scheidegger <sroland@vmware.com>2010-02-04 21:35:28 +0100
committerRoland Scheidegger <sroland@vmware.com>2010-02-04 21:35:28 +0100
commit68f93ea3eb83cfad014b8ec93cec3564c1aa9833 (patch)
treea563ebec246a2e741750a8b5198da180e9479e17 /src/gallium/include
parent2c326e72664e65166c68b027b26aaf373f3be36d (diff)
gallium: add point_quad_rasterization bit to rasterizer state
This determines if points should be rasterized according to GL point rules or as normal quads (GL point sprites / d3d points / d3d point sprites).
Diffstat (limited to 'src/gallium/include')
-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 50a4cd6e13..4387b92be2 100644
--- a/src/gallium/include/pipe/p_state.h
+++ b/src/gallium/include/pipe/p_state.h
@@ -103,6 +103,7 @@ struct pipe_rasterizer_state
unsigned point_smooth:1;
unsigned sprite_coord_enable:PIPE_MAX_SHADER_OUTPUTS;
unsigned sprite_coord_mode:1; /**< PIPE_SPRITE_COORD_ */
+ unsigned point_quad_rasterization:1; /** points rasterized as quads 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;