On 23.04.2013 18:28, Jose Fonseca wrote: > Ok. I've moved the docs to src/gallium/docs/source/cso/rasterizer.rst , and > renamed `lower_left_origin` to `bottom_edge_rule`. >
Well, that doesn't work for NV, but it's at least less invasive for radeon since you don't have to change the state tracker (using lower_left_origin instead of flipping viewport + bottom_edge_rule) to get things working correctly. /me breathes, tries not to care, too much stuff on my plate already > 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 <jfons...@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 >> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev