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docs: Don't check in generated docs.

Per ML discussion.
tags/7.8-rc1
Corbin Simpson 16 years ago
parent
commit
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# Sphinx build info version 1
# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done.
config: e48279c15771d329f916579cf997b5a9
tags: fbb0d17656682115ca4d033fb2f83ba1

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Context
=======

The context object represents the purest, most directly accessible, abilities
of the device's 3D rendering pipeline.

Methods
-------

CSO State
^^^^^^^^^

All CSO state is created, bound, and destroyed, with triplets of methods that
all follow a specific naming scheme. For example, ``create_blend_state``,
``bind_blend_state``, and ``destroy_blend_state``.

CSO objects handled by the context object:

* :ref:`Blend`: ``*_blend_state``
* :ref:`Sampler`: These are special; they can be bound to either vertex or
fragment samplers, and they are bound in groups.
``bind_fragment_sampler_states``, ``bind_vertex_sampler_states``
* :ref:`Rasterizer`: ``*_rasterizer_state``
* :ref:`Depth, Stencil, & Alpha`: ``*_depth_stencil_alpha_state``
* :ref:`Shader`: These have two sets of methods. ``*_fs_state`` is for
fragment shaders, and ``*_vs_state`` is for vertex shaders.


Resource Binding State
^^^^^^^^^^^^^^^^^^^^^^

This state describes how resources in various flavours (textures,
buffers, surfaces) are bound to the driver.


* ``set_constant_buffer``
* ``set_framebuffer_state``
* ``set_fragment_sampler_textures``
* ``set_vertex_sampler_textures``
* ``set_vertex_buffers``


Non-CSO State
^^^^^^^^^^^^^

These pieces of state are too small, variable, and/or trivial to have CSO
objects. They all follow simple, one-method binding calls, e.g.
``set_edgeflags``.

* ``set_edgeflags``
* ``set_blend_color``
* ``set_clip_state``
* ``set_polygon_stipple``
* ``set_scissor_state``
* ``set_viewport_state``
* ``set_vertex_elements``


Clearing
^^^^^^^^

``clear`` initializes some or all of the surfaces currently bound to
the framebuffer to particular RGBA, depth, or stencil values.

Clear is one of the most difficult concepts to nail down to a single
interface and it seems likely that we will want to add additional
clear paths, for instance clearing surfaces not bound to the
framebuffer, or read-modify-write clears such as depth-only or
stencil-only clears of packed depth-stencil buffers.


Drawing
^^^^^^^

``draw_arrays``

``draw_elements``

``draw_range_elements``


Queries
^^^^^^^

Queries gather some statistic from the 3D pipeline over one or more
draws. Queries may be nested, though no state tracker currently
exercises this.

Queries can be created with ``create_query`` and deleted with
``destroy_query``. To enable a query, use ``begin_query``, and when finished,
use ``end_query`` to stop the query. Finally, ``get_query_result`` is used
to retrieve the results.

Flushing
^^^^^^^^

``flush``


Resource Busy Queries
^^^^^^^^^^^^^^^^^^^^^

``is_texture_referenced``

``is_buffer_referenced``



Blitting
^^^^^^^^

These methods emulate classic blitter controls. They are not guaranteed to be
available; if they are set to NULL, then they are not present.

These methods operate directly on ``pipe_surface`` objects, and stand
apart from any 3D state in the context. Blitting functionality may be
moved to a separate abstraction at some point in the future.

``surface_fill`` performs a fill operation on a section of a surface.

``surface_copy`` blits a region of a surface to a region of another surface,
provided that both surfaces are the same format. The source and destination
may be the same surface, and overlapping blits are permitted.

The interfaces to these calls are likely to change to make it easier
for a driver to batch multiple blits with the same source and
destination.


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CSO
===

CSO, Constant State Objects, are a core part of Gallium's API.

CSO work on the principle of reusable state; they are created by filling
out a state object with the desired properties, then passing that object
to a context. The context returns an opaque context-specific handle which
can be bound at any time for the desired effect.

.. toctree::
:glob:

cso/*

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src/gallium/docs/build/html/_sources/cso/blend.txt View File

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.. _blend:

Blend
=====

This state controls blending of the final fragments into the target rendering
buffers.

XXX it is unresolved what behavior should result if blend_enable is off.

Members
-------

XXX undocumented members

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src/gallium/docs/build/html/_sources/cso/dsa.txt View File

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.. _depth,stencil,&alpha:

Depth, Stencil, & Alpha
=======================

These three states control the depth, stencil, and alpha tests, used to
discard fragments that have passed through the fragment shader.

Traditionally, these three tests have been clumped together in hardware, so
they are all stored in one structure.

During actual execution, the order of operations done on fragments is always:

* Stencil
* Depth
* Alpha

Depth Members
-------------

enabled
Whether the depth test is enabled.
writemask
Whether the depth buffer receives depth writes.
func
The depth test function. One of PIPE_FUNC.

Stencil Members
---------------

XXX document valuemask, writemask

enabled
Whether the stencil test is enabled. For the second stencil, whether the
two-sided stencil is enabled.
func
The stencil test function. One of PIPE_FUNC.
ref_value
Stencil test reference value; used for certain functions.
fail_op
The operation to carry out if the stencil test fails. One of
PIPE_STENCIL_OP.
zfail_op
The operation to carry out if the stencil test passes but the depth test
fails. One of PIPE_STENCIL_OP.
zpass_op
The operation to carry out if the stencil test and depth test both pass.
One of PIPE_STENCIL_OP.

Alpha Members
-------------

enabled
Whether the alpha test is enabled.
func
The alpha test function. One of PIPE_FUNC.
ref_value
Alpha test reference value; used for certain functions.

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.. _rasterizer:

Rasterizer
==========

The rasterizer is the main chunk of state controlling how vertices are
interpolated into fragments.

Members
-------

XXX undocumented light_twoside, front_winding, cull_mode, fill_cw, fill_ccw, offset_cw, offset_ccw
XXX moar undocumented poly_smooth, line_stipple_factor, line_last_pixel, offset_units, offset_scale
XXX sprite_coord_mode

flatshade
If set, the provoking vertex of each polygon is used to determine the
color of the entire polygon. If not set, the color fragments will be
interpolated from each vertex's color.
scissor
Whether the scissor test is enabled.
poly_stipple_enable
Whether polygon stippling is enabled.
point_smooth
Whether points should be smoothed. Point smoothing turns rectangular
points into circles or ovals.
point_sprite
Whether point sprites are enabled.
point_size_per_vertex
Whether vertices have a point size element.
multisample
Whether :ref:`MSAA` is enabled.
line_smooth
Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
line_stipple_enable
Whether line stippling is enabled.
line_stipple_pattern
16-bit bitfield of on/off flags, used to pattern the line stipple.
bypass_vs_clip_and_viewport
Whether the entire TCL pipeline should be bypassed. This implies that
vertices are pre-transformed for the viewport, and will not be run
through the vertex shader. Note that implementations may still clip away
vertices that are not in the viewport.
flatshade_first
Whether the first vertex should be the provoking vertex, for most
primitives. If not set, the last vertex is the provoking vertex.
gl_rasterization_rules
Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set,
the rasterizer will use (0, 0) for pixel centers.
line_width
The width of lines.
point_size
The size of points, if not specified per-vertex.
point_size_min
The minimum size of points.
point_size_max
The maximum size of points.

Notes
-----

flatshade
^^^^^^^^^

The actual interpolated shading algorithm is obviously
implementation-dependent, but will usually be Gourard for most hardware.

bypass_vs_clip_and_viewport
^^^^^^^^^^^^^^^^^^^^^^^^^^^

When set, this implies that vertices are pre-transformed for the viewport, and
will not be run through the vertex shader. Note that implementations may still
clip away vertices that are not visible.

flatshade_first
^^^^^^^^^^^^^^^

There are several important exceptions to the specification of this rule.

* ``PIPE_PRIMITIVE_POLYGON``: The provoking vertex is always the first
vertex. If the caller wishes to change the provoking vertex, they merely
need to rotate the vertices themselves.
* ``PIPE_PRIMITIVE_QUAD``, ``PIPE_PRIMITIVE_QUAD_STRIP``: This option has no
effect; the provoking vertex is always the last vertex.
* ``PIPE_PRIMITIVE_TRIANGLE_FAN``: When set, the provoking vertex is the
second vertex, not the first. This permits each segment of the fan to have
a different color.

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.. _sampler:

Sampler
=======

Texture units have many options for selecting texels from loaded textures;
this state controls an individual texture unit's texel-sampling settings.

Texture coordinates are always treated as four-dimensional, and referred to
with the traditional (S, T, R, Q) notation.

Members
-------

XXX undocumented compare_mode, compare_func

wrap_s
How to wrap the S coordinate. One of PIPE_TEX_WRAP.
wrap_t
How to wrap the T coordinate. One of PIPE_TEX_WRAP.
wrap_r
How to wrap the R coordinate. One of PIPE_TEX_WRAP.
min_img_filter
The filter to use when minifying texels. One of PIPE_TEX_FILTER.
min_mip_filter
The filter to use when minifying mipmapped textures. One of
PIPE_TEX_FILTER.
mag_img_filter
The filter to use when magnifying texels. One of PIPE_TEX_FILTER.
normalized_coords
Whether the texture coordinates are normalized. If normalized, they will
always be in [0, 1]. If not, they will be in the range of each dimension
of the loaded texture.
prefilter
XXX From the Doxy, "weird sampling state exposed by some APIs." Refine.
lod_bias
The bias to apply to the level of detail.
min_lod
Minimum level of detail, used to clamp LoD after bias.
max_lod
Maximum level of detail, used to clamp LoD after bias.
border_color
RGBA color used for out-of-bounds coordinates.
max_anisotropy
Maximum filtering to apply anisotropically to textures. Setting this to
1.0 effectively disables anisotropic filtering.

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.. _shader:

Shader
======

One of the two types of shaders supported by Gallium.

Members
-------

tokens
A list of tgsi_tokens.

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Glossary
========

.. glossary::
:sorted:

MSAA
Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
multiple samples of the depth buffer, and uses this information to
smooth the edges of polygons.

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.. Gallium documentation master file, created by
sphinx-quickstart on Sun Dec 20 14:09:05 2009.
You can adapt this file completely to your liking, but it should at least
contain the root `toctree` directive.

Welcome to Gallium's documentation!
===================================

Contents:

.. toctree::
:maxdepth: 2

intro
tgsi
screen
context
cso
glossary

Indices and tables
==================

* :ref:`genindex`
* :ref:`modindex`
* :ref:`search`


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Introduction
============

What is Gallium?
----------------

Gallium is essentially an API for writing graphics drivers in a largely
device-agnostic fashion. It provides several objects which encapsulate the
core services of graphics hardware in a straightforward manner.

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Screen
======

A screen is an object representing the context-independent part of a device.

Methods
-------

XXX moar; got bored

get_name
^^^^^^^^

Returns an identifying name for the screen.

get_vendor
^^^^^^^^^^

Returns the screen vendor.

get_param
^^^^^^^^^

Get an integer/boolean screen parameter.

get_paramf
^^^^^^^^^^

Get a floating-point screen parameter.

is_format_supported
^^^^^^^^^^^^^^^^^^^

See if a format can be used in a specific manner.

texture_create
^^^^^^^^^^^^^^

Given a template of texture setup, create a BO-backed texture.

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margin: 5px 10px 10px 10px;
}

div.sphinxsidebar ul {
margin: 10px;
padding: 0;
color: #ffffff;
}

div.sphinxsidebar a {
color: #98dbcc;
}

div.sphinxsidebar input {
border: 1px solid #98dbcc;
font-family: sans-serif;
font-size: 1em;
}

/* -- body styles ----------------------------------------------------------- */

a {
color: #355f7c;
text-decoration: none;
}

a:hover {
text-decoration: underline;
}

div.body p, div.body dd, div.body li {
text-align: justify;
line-height: 130%;
}

div.body h1,
div.body h2,
div.body h3,
div.body h4,
div.body h5,
div.body h6 {
font-family: 'Trebuchet MS', sans-serif;
background-color: #f2f2f2;
font-weight: normal;
color: #20435c;
border-bottom: 1px solid #ccc;
margin: 20px -20px 10px -20px;
padding: 3px 0 3px 10px;
}

div.body h1 { margin-top: 0; font-size: 200%; }
div.body h2 { font-size: 160%; }
div.body h3 { font-size: 140%; }
div.body h4 { font-size: 120%; }
div.body h5 { font-size: 110%; }
div.body h6 { font-size: 100%; }

a.headerlink {
color: #c60f0f;
font-size: 0.8em;
padding: 0 4px 0 4px;
text-decoration: none;
}

a.headerlink:hover {
background-color: #c60f0f;
color: white;
}

div.body p, div.body dd, div.body li {
text-align: justify;
line-height: 130%;
}

div.admonition p.admonition-title + p {
display: inline;
}

div.note {
background-color: #eee;
border: 1px solid #ccc;
}

div.seealso {
background-color: #ffc;
border: 1px solid #ff6;
}

div.topic {
background-color: #eee;
}

div.warning {
background-color: #ffe4e4;
border: 1px solid #f66;
}

p.admonition-title {
display: inline;
}

p.admonition-title:after {
content: ":";
}

pre {
padding: 5px;
background-color: #eeffcc;
color: #333333;
line-height: 120%;
border: 1px solid #ac9;
border-left: none;
border-right: none;
}

tt {
background-color: #ecf0f3;
padding: 0 1px 0 1px;
font-size: 0.95em;
}

+ 0
- 232
src/gallium/docs/build/html/_static/doctools.js View File

@@ -1,232 +0,0 @@
/// XXX: make it cross browser

/**
* make the code below compatible with browsers without
* an installed firebug like debugger
*/
if (!window.console || !console.firebug) {
var names = ["log", "debug", "info", "warn", "error", "assert", "dir", "dirxml",
"group", "groupEnd", "time", "timeEnd", "count", "trace", "profile", "profileEnd"];
window.console = {};
for (var i = 0; i < names.length; ++i)
window.console[names[i]] = function() {}
}

/**
* small helper function to urldecode strings
*/
jQuery.urldecode = function(x) {
return decodeURIComponent(x).replace(/\+/g, ' ');
}

/**
* small helper function to urlencode strings
*/
jQuery.urlencode = encodeURIComponent;

/**
* This function returns the parsed url parameters of the
* current request. Multiple values per key are supported,
* it will always return arrays of strings for the value parts.
*/
jQuery.getQueryParameters = function(s) {
if (typeof s == 'undefined')
s = document.location.search;
var parts = s.substr(s.indexOf('?') + 1).split('&');
var result = {};
for (var i = 0; i < parts.length; i++) {
var tmp = parts[i].split('=', 2);
var key = jQuery.urldecode(tmp[0]);
var value = jQuery.urldecode(tmp[1]);
if (key in result)
result[key].push(value);
else
result[key] = [value];
}
return result;
}

/**
* small function to check if an array contains
* a given item.
*/
jQuery.contains = function(arr, item) {
for (var i = 0; i < arr.length; i++) {
if (arr[i] == item)
return true;
}
return false;
}

/**
* highlight a given string on a jquery object by wrapping it in
* span elements with the given class name.
*/
jQuery.fn.highlightText = function(text, className) {
function highlight(node) {
if (node.nodeType == 3) {
var val = node.nodeValue;
var pos = val.toLowerCase().indexOf(text);
if (pos >= 0 && !jQuery.className.has(node.parentNode, className)) {
var span = document.createElement("span");
span.className = className;
span.appendChild(document.createTextNode(val.substr(pos, text.length)));
node.parentNode.insertBefore(span, node.parentNode.insertBefore(
document.createTextNode(val.substr(pos + text.length)),
node.nextSibling));
node.nodeValue = val.substr(0, pos);
}
}
else if (!jQuery(node).is("button, select, textarea")) {
jQuery.each(node.childNodes, function() {
highlight(this)
});
}
}
return this.each(function() {
highlight(this);
});
}

/**
* Small JavaScript module for the documentation.
*/
var Documentation = {

init : function() {
this.fixFirefoxAnchorBug();
this.highlightSearchWords();
this.initModIndex();
},

/**
* i18n support
*/
TRANSLATIONS : {},
PLURAL_EXPR : function(n) { return n == 1 ? 0 : 1; },
LOCALE : 'unknown',

// gettext and ngettext don't access this so that the functions
// can savely bound to a different name (_ = Documentation.gettext)
gettext : function(string) {
var translated = Documentation.TRANSLATIONS[string];
if (typeof translated == 'undefined')
return string;
return (typeof translated == 'string') ? translated : translated[0];
},

ngettext : function(singular, plural, n) {
var translated = Documentation.TRANSLATIONS[singular];
if (typeof translated == 'undefined')
return (n == 1) ? singular : plural;
return translated[Documentation.PLURALEXPR(n)];
},

addTranslations : function(catalog) {
for (var key in catalog.messages)
this.TRANSLATIONS[key] = catalog.messages[key];
this.PLURAL_EXPR = new Function('n', 'return +(' + catalog.plural_expr + ')');
this.LOCALE = catalog.locale;
},

/**
* add context elements like header anchor links
*/
addContextElements : function() {
$('div[id] > :header:first').each(function() {
$('<a class="headerlink">\u00B6</a>').
attr('href', '#' + this.id).
attr('title', _('Permalink to this headline')).
appendTo(this);
});
$('dt[id]').each(function() {
$('<a class="headerlink">\u00B6</a>').
attr('href', '#' + this.id).
attr('title', _('Permalink to this definition')).
appendTo(this);
});
},

/**
* workaround a firefox stupidity
*/
fixFirefoxAnchorBug : function() {
if (document.location.hash && $.browser.mozilla)
window.setTimeout(function() {
document.location.href += '';
}, 10);
},

/**
* highlight the search words provided in the url in the text
*/
highlightSearchWords : function() {
var params = $.getQueryParameters();
var terms = (params.highlight) ? params.highlight[0].split(/\s+/) : [];
if (terms.length) {
var body = $('div.body');
window.setTimeout(function() {
$.each(terms, function() {
body.highlightText(this.toLowerCase(), 'highlight');
});
}, 10);
$('<li class="highlight-link"><a href="javascript:Documentation.' +
'hideSearchWords()">' + _('Hide Search Matches') + '</a></li>')
.appendTo($('.sidebar .this-page-menu'));
}
},

/**
* init the modindex toggle buttons
*/
initModIndex : function() {
var togglers = $('img.toggler').click(function() {
var src = $(this).attr('src');
var idnum = $(this).attr('id').substr(7);
console.log($('tr.cg-' + idnum).toggle());
if (src.substr(-9) == 'minus.png')
$(this).attr('src', src.substr(0, src.length-9) + 'plus.png');
else
$(this).attr('src', src.substr(0, src.length-8) + 'minus.png');
}).css('display', '');
if (DOCUMENTATION_OPTIONS.COLLAPSE_MODINDEX) {
togglers.click();
}
},

/**
* helper function to hide the search marks again
*/
hideSearchWords : function() {
$('.sidebar .this-page-menu li.highlight-link').fadeOut(300);
$('span.highlight').removeClass('highlight');
},

/**
* make the url absolute
*/
makeURL : function(relativeURL) {
return DOCUMENTATION_OPTIONS.URL_ROOT + '/' + relativeURL;
},

/**
* get the current relative url
*/
getCurrentURL : function() {
var path = document.location.pathname;
var parts = path.split(/\//);
$.each(DOCUMENTATION_OPTIONS.URL_ROOT.split(/\//), function() {
if (this == '..')
parts.pop();
});
var url = parts.join('/');
return path.substring(url.lastIndexOf('/') + 1, path.length - 1);
}
};

// quick alias for translations
_ = Documentation.gettext;

$(document).ready(function() {
Documentation.init();
});

BIN
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+ 0
- 32
src/gallium/docs/build/html/_static/jquery.js
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BIN
src/gallium/docs/build/html/_static/minus.png View File


BIN
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+ 0
- 61
src/gallium/docs/build/html/_static/pygments.css View File

@@ -1,61 +0,0 @@
.hll { background-color: #ffffcc }
.c { color: #408090; font-style: italic } /* Comment */
.err { border: 1px solid #FF0000 } /* Error */
.k { color: #007020; font-weight: bold } /* Keyword */
.o { color: #666666 } /* Operator */
.cm { color: #408090; font-style: italic } /* Comment.Multiline */
.cp { color: #007020 } /* Comment.Preproc */
.c1 { color: #408090; font-style: italic } /* Comment.Single */
.cs { color: #408090; background-color: #fff0f0 } /* Comment.Special */
.gd { color: #A00000 } /* Generic.Deleted */
.ge { font-style: italic } /* Generic.Emph */
.gr { color: #FF0000 } /* Generic.Error */
.gh { color: #000080; font-weight: bold } /* Generic.Heading */
.gi { color: #00A000 } /* Generic.Inserted */
.go { color: #303030 } /* Generic.Output */
.gp { color: #c65d09; font-weight: bold } /* Generic.Prompt */
.gs { font-weight: bold } /* Generic.Strong */
.gu { color: #800080; font-weight: bold } /* Generic.Subheading */
.gt { color: #0040D0 } /* Generic.Traceback */
.kc { color: #007020; font-weight: bold } /* Keyword.Constant */
.kd { color: #007020; font-weight: bold } /* Keyword.Declaration */
.kn { color: #007020; font-weight: bold } /* Keyword.Namespace */
.kp { color: #007020 } /* Keyword.Pseudo */
.kr { color: #007020; font-weight: bold } /* Keyword.Reserved */
.kt { color: #902000 } /* Keyword.Type */
.m { color: #208050 } /* Literal.Number */
.s { color: #4070a0 } /* Literal.String */
.na { color: #4070a0 } /* Name.Attribute */
.nb { color: #007020 } /* Name.Builtin */
.nc { color: #0e84b5; font-weight: bold } /* Name.Class */
.no { color: #60add5 } /* Name.Constant */
.nd { color: #555555; font-weight: bold } /* Name.Decorator */
.ni { color: #d55537; font-weight: bold } /* Name.Entity */
.ne { color: #007020 } /* Name.Exception */
.nf { color: #06287e } /* Name.Function */
.nl { color: #002070; font-weight: bold } /* Name.Label */
.nn { color: #0e84b5; font-weight: bold } /* Name.Namespace */
.nt { color: #062873; font-weight: bold } /* Name.Tag */
.nv { color: #bb60d5 } /* Name.Variable */
.ow { color: #007020; font-weight: bold } /* Operator.Word */
.w { color: #bbbbbb } /* Text.Whitespace */
.mf { color: #208050 } /* Literal.Number.Float */
.mh { color: #208050 } /* Literal.Number.Hex */
.mi { color: #208050 } /* Literal.Number.Integer */
.mo { color: #208050 } /* Literal.Number.Oct */
.sb { color: #4070a0 } /* Literal.String.Backtick */
.sc { color: #4070a0 } /* Literal.String.Char */
.sd { color: #4070a0; font-style: italic } /* Literal.String.Doc */
.s2 { color: #4070a0 } /* Literal.String.Double */
.se { color: #4070a0; font-weight: bold } /* Literal.String.Escape */
.sh { color: #4070a0 } /* Literal.String.Heredoc */
.si { color: #70a0d0; font-style: italic } /* Literal.String.Interpol */
.sx { color: #c65d09 } /* Literal.String.Other */
.sr { color: #235388 } /* Literal.String.Regex */
.s1 { color: #4070a0 } /* Literal.String.Single */
.ss { color: #517918 } /* Literal.String.Symbol */
.bp { color: #007020 } /* Name.Builtin.Pseudo */
.vc { color: #bb60d5 } /* Name.Variable.Class */
.vg { color: #bb60d5 } /* Name.Variable.Global */
.vi { color: #bb60d5 } /* Name.Variable.Instance */
.il { color: #208050 } /* Literal.Number.Integer.Long */

+ 0
- 467
src/gallium/docs/build/html/_static/searchtools.js View File

@@ -1,467 +0,0 @@
/**
* helper function to return a node containing the
* search summary for a given text. keywords is a list
* of stemmed words, hlwords is the list of normal, unstemmed
* words. the first one is used to find the occurance, the
* latter for highlighting it.
*/

jQuery.makeSearchSummary = function(text, keywords, hlwords) {
var textLower = text.toLowerCase();
var start = 0;
$.each(keywords, function() {
var i = textLower.indexOf(this.toLowerCase());
if (i > -1)
start = i;
});
start = Math.max(start - 120, 0);
var excerpt = ((start > 0) ? '...' : '') +
$.trim(text.substr(start, 240)) +
((start + 240 - text.length) ? '...' : '');
var rv = $('<div class="context"></div>').text(excerpt);
$.each(hlwords, function() {
rv = rv.highlightText(this, 'highlight');
});
return rv;
}

/**
* Porter Stemmer
*/
var PorterStemmer = function() {

var step2list = {
ational: 'ate',
tional: 'tion',
enci: 'ence',
anci: 'ance',
izer: 'ize',
bli: 'ble',
alli: 'al',
entli: 'ent',
eli: 'e',
ousli: 'ous',
ization: 'ize',
ation: 'ate',
ator: 'ate',
alism: 'al',
iveness: 'ive',
fulness: 'ful',
ousness: 'ous',
aliti: 'al',
iviti: 'ive',
biliti: 'ble',
logi: 'log'
};

var step3list = {
icate: 'ic',
ative: '',
alize: 'al',
iciti: 'ic',
ical: 'ic',
ful: '',
ness: ''
};

var c = "[^aeiou]"; // consonant
var v = "[aeiouy]"; // vowel
var C = c + "[^aeiouy]*"; // consonant sequence
var V = v + "[aeiou]*"; // vowel sequence

var mgr0 = "^(" + C + ")?" + V + C; // [C]VC... is m>0
var meq1 = "^(" + C + ")?" + V + C + "(" + V + ")?$"; // [C]VC[V] is m=1
var mgr1 = "^(" + C + ")?" + V + C + V + C; // [C]VCVC... is m>1
var s_v = "^(" + C + ")?" + v; // vowel in stem

this.stemWord = function (w) {
var stem;
var suffix;
var firstch;
var origword = w;

if (w.length < 3)
return w;

var re;
var re2;
var re3;
var re4;

firstch = w.substr(0,1);
if (firstch == "y")
w = firstch.toUpperCase() + w.substr(1);

// Step 1a
re = /^(.+?)(ss|i)es$/;
re2 = /^(.+?)([^s])s$/;

if (re.test(w))
w = w.replace(re,"$1$2");
else if (re2.test(w))
w = w.replace(re2,"$1$2");

// Step 1b
re = /^(.+?)eed$/;
re2 = /^(.+?)(ed|ing)$/;
if (re.test(w)) {
var fp = re.exec(w);
re = new RegExp(mgr0);
if (re.test(fp[1])) {
re = /.$/;
w = w.replace(re,"");
}
}
else if (re2.test(w)) {
var fp = re2.exec(w);
stem = fp[1];
re2 = new RegExp(s_v);
if (re2.test(stem)) {
w = stem;
re2 = /(at|bl|iz)$/;
re3 = new RegExp("([^aeiouylsz])\\1$");
re4 = new RegExp("^" + C + v + "[^aeiouwxy]$");
if (re2.test(w))
w = w + "e";
else if (re3.test(w)) {
re = /.$/;
w = w.replace(re,"");
}
else if (re4.test(w))
w = w + "e";
}
}

// Step 1c
re = /^(.+?)y$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
re = new RegExp(s_v);
if (re.test(stem))
w = stem + "i";
}

// Step 2
re = /^(.+?)(ational|tional|enci|anci|izer|bli|alli|entli|eli|ousli|ization|ation|ator|alism|iveness|fulness|ousness|aliti|iviti|biliti|logi)$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
suffix = fp[2];
re = new RegExp(mgr0);
if (re.test(stem))
w = stem + step2list[suffix];
}

// Step 3
re = /^(.+?)(icate|ative|alize|iciti|ical|ful|ness)$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
suffix = fp[2];
re = new RegExp(mgr0);
if (re.test(stem))
w = stem + step3list[suffix];
}

// Step 4
re = /^(.+?)(al|ance|ence|er|ic|able|ible|ant|ement|ment|ent|ou|ism|ate|iti|ous|ive|ize)$/;
re2 = /^(.+?)(s|t)(ion)$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
re = new RegExp(mgr1);
if (re.test(stem))
w = stem;
}
else if (re2.test(w)) {
var fp = re2.exec(w);
stem = fp[1] + fp[2];
re2 = new RegExp(mgr1);
if (re2.test(stem))
w = stem;
}

// Step 5
re = /^(.+?)e$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
re = new RegExp(mgr1);
re2 = new RegExp(meq1);
re3 = new RegExp("^" + C + v + "[^aeiouwxy]$");
if (re.test(stem) || (re2.test(stem) && !(re3.test(stem))))
w = stem;
}
re = /ll$/;
re2 = new RegExp(mgr1);
if (re.test(w) && re2.test(w)) {
re = /.$/;
w = w.replace(re,"");
}

// and turn initial Y back to y
if (firstch == "y")
w = firstch.toLowerCase() + w.substr(1);
return w;
}
}


/**
* Search Module
*/
var Search = {

_index : null,
_queued_query : null,
_pulse_status : -1,

init : function() {
var params = $.getQueryParameters();
if (params.q) {
var query = params.q[0];
$('input[name="q"]')[0].value = query;
this.performSearch(query);
}
},

/**
* Sets the index
*/
setIndex : function(index) {
var q;
this._index = index;
if ((q = this._queued_query) !== null) {
this._queued_query = null;
Search.query(q);
}
},

hasIndex : function() {
return this._index !== null;
},

deferQuery : function(query) {
this._queued_query = query;
},

stopPulse : function() {
this._pulse_status = 0;
},

startPulse : function() {
if (this._pulse_status >= 0)
return;
function pulse() {
Search._pulse_status = (Search._pulse_status + 1) % 4;
var dotString = '';
for (var i = 0; i < Search._pulse_status; i++)
dotString += '.';
Search.dots.text(dotString);
if (Search._pulse_status > -1)
window.setTimeout(pulse, 500);
};
pulse();
},

/**
* perform a search for something
*/
performSearch : function(query) {
// create the required interface elements
this.out = $('#search-results');
this.title = $('<h2>' + _('Searching') + '</h2>').appendTo(this.out);
this.dots = $('<span></span>').appendTo(this.title);
this.status = $('<p style="display: none"></p>').appendTo(this.out);
this.output = $('<ul class="search"/>').appendTo(this.out);

$('#search-progress').text(_('Preparing search...'));
this.startPulse();

// index already loaded, the browser was quick!
if (this.hasIndex())
this.query(query);
else
this.deferQuery(query);
},

query : function(query) {
// stem the searchterms and add them to the
// correct list
var stemmer = new PorterStemmer();
var searchterms = [];
var excluded = [];
var hlterms = [];
var tmp = query.split(/\s+/);
var object = (tmp.length == 1) ? tmp[0].toLowerCase() : null;
for (var i = 0; i < tmp.length; i++) {
// stem the word
var word = stemmer.stemWord(tmp[i]).toLowerCase();
// select the correct list
if (word[0] == '-') {
var toAppend = excluded;
word = word.substr(1);
}
else {
var toAppend = searchterms;
hlterms.push(tmp[i].toLowerCase());
}
// only add if not already in the list
if (!$.contains(toAppend, word))
toAppend.push(word);
};
var highlightstring = '?highlight=' + $.urlencode(hlterms.join(" "));

console.debug('SEARCH: searching for:');
console.info('required: ', searchterms);
console.info('excluded: ', excluded);

// prepare search
var filenames = this._index.filenames;
var titles = this._index.titles;
var terms = this._index.terms;
var descrefs = this._index.descrefs;
var modules = this._index.modules;
var desctypes = this._index.desctypes;
var fileMap = {};
var files = null;
var objectResults = [];
var regularResults = [];
$('#search-progress').empty();

// lookup as object
if (object != null) {
for (var module in modules) {
if (module.indexOf(object) > -1) {
fn = modules[module];
descr = _('module, in ') + titles[fn];
objectResults.push([filenames[fn], module, '#module-'+module, descr]);
}
}
for (var prefix in descrefs) {
for (var name in descrefs[prefix]) {
var fullname = (prefix ? prefix + '.' : '') + name;
if (fullname.toLowerCase().indexOf(object) > -1) {
match = descrefs[prefix][name];
descr = desctypes[match[1]] + _(', in ') + titles[match[0]];
objectResults.push([filenames[match[0]], fullname, '#'+fullname, descr]);
}
}
}
}

// sort results descending
objectResults.sort(function(a, b) {
return (a[1] > b[1]) ? -1 : ((a[1] < b[1]) ? 1 : 0);
});


// perform the search on the required terms
for (var i = 0; i < searchterms.length; i++) {
var word = searchterms[i];
// no match but word was a required one
if ((files = terms[word]) == null)
break;
if (files.length == undefined) {
files = [files];
}
// create the mapping
for (var j = 0; j < files.length; j++) {
var file = files[j];
if (file in fileMap)
fileMap[file].push(word);
else
fileMap[file] = [word];
}
}

// now check if the files don't contain excluded terms
for (var file in fileMap) {
var valid = true;

// check if all requirements are matched
if (fileMap[file].length != searchterms.length)
continue;

// ensure that none of the excluded terms is in the
// search result.
for (var i = 0; i < excluded.length; i++) {
if (terms[excluded[i]] == file ||
$.contains(terms[excluded[i]] || [], file)) {
valid = false;
break;
}
}

// if we have still a valid result we can add it
// to the result list
if (valid)
regularResults.push([filenames[file], titles[file], '', null]);
}

// delete unused variables in order to not waste
// memory until list is retrieved completely
delete filenames, titles, terms;

// now sort the regular results descending by title
regularResults.sort(function(a, b) {
var left = a[1].toLowerCase();
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@@ -1,224 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
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<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Context &mdash; Gallium v0.3 documentation</title>
<link rel="stylesheet" href="_static/default.css" type="text/css" />
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<link rel="top" title="Gallium v0.3 documentation" href="index.html" />
<link rel="next" title="CSO" href="cso.html" />
<link rel="prev" title="Screen" href="screen.html" />
</head>
<body>
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<h3>Navigation</h3>
<ul>
<li class="right" style="margin-right: 10px">
<a href="genindex.html" title="General Index"
accesskey="I">index</a></li>
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<div class="body">
<div class="section" id="context">
<h1>Context<a class="headerlink" href="#context" title="Permalink to this headline">¶</a></h1>
<p>The context object represents the purest, most directly accessible, abilities
of the device&#8217;s 3D rendering pipeline.</p>
<div class="section" id="methods">
<h2>Methods<a class="headerlink" href="#methods" title="Permalink to this headline">¶</a></h2>
<div class="section" id="cso-state">
<h3>CSO State<a class="headerlink" href="#cso-state" title="Permalink to this headline">¶</a></h3>
<p>All CSO state is created, bound, and destroyed, with triplets of methods that
all follow a specific naming scheme. For example, <tt class="docutils literal"><span class="pre">create_blend_state</span></tt>,
<tt class="docutils literal"><span class="pre">bind_blend_state</span></tt>, and <tt class="docutils literal"><span class="pre">destroy_blend_state</span></tt>.</p>
<p>CSO objects handled by the context object:</p>
<ul class="simple">
<li><a class="reference external" href="cso/blend.html#blend"><em>Blend</em></a>: <tt class="docutils literal"><span class="pre">*_blend_state</span></tt></li>
<li><a class="reference external" href="cso/sampler.html#sampler"><em>Sampler</em></a>: These are special; they can be bound to either vertex or
fragment samplers, and they are bound in groups.
<tt class="docutils literal"><span class="pre">bind_fragment_sampler_states</span></tt>, <tt class="docutils literal"><span class="pre">bind_vertex_sampler_states</span></tt></li>
<li><a class="reference external" href="cso/rasterizer.html#rasterizer"><em>Rasterizer</em></a>: <tt class="docutils literal"><span class="pre">*_rasterizer_state</span></tt></li>
<li><a class="reference external" href="cso/dsa.html#depth-stencil-alpha"><em>Depth, Stencil, &amp; Alpha</em></a>: <tt class="docutils literal"><span class="pre">*_depth_stencil_alpha_state</span></tt></li>
<li><a class="reference external" href="cso/shader.html#shader"><em>Shader</em></a>: These have two sets of methods. <tt class="docutils literal"><span class="pre">*_fs_state</span></tt> is for
fragment shaders, and <tt class="docutils literal"><span class="pre">*_vs_state</span></tt> is for vertex shaders.</li>
</ul>
</div>
<div class="section" id="resource-binding-state">
<h3>Resource Binding State<a class="headerlink" href="#resource-binding-state" title="Permalink to this headline">¶</a></h3>
<p>This state describes how resources in various flavours (textures,
buffers, surfaces) are bound to the driver.</p>
<ul class="simple">
<li><tt class="docutils literal"><span class="pre">set_constant_buffer</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_framebuffer_state</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_fragment_sampler_textures</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_vertex_sampler_textures</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_vertex_buffers</span></tt></li>
</ul>
</div>
<div class="section" id="non-cso-state">
<h3>Non-CSO State<a class="headerlink" href="#non-cso-state" title="Permalink to this headline">¶</a></h3>
<p>These pieces of state are too small, variable, and/or trivial to have CSO
objects. They all follow simple, one-method binding calls, e.g.
<tt class="docutils literal"><span class="pre">set_edgeflags</span></tt>.</p>
<ul class="simple">
<li><tt class="docutils literal"><span class="pre">set_edgeflags</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_blend_color</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_clip_state</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_polygon_stipple</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_scissor_state</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_viewport_state</span></tt></li>
<li><tt class="docutils literal"><span class="pre">set_vertex_elements</span></tt></li>
</ul>
</div>
<div class="section" id="clearing">
<h3>Clearing<a class="headerlink" href="#clearing" title="Permalink to this headline">¶</a></h3>
<p><tt class="docutils literal"><span class="pre">clear</span></tt> initializes some or all of the surfaces currently bound to
the framebuffer to particular RGBA, depth, or stencil values.</p>
<p>Clear is one of the most difficult concepts to nail down to a single
interface and it seems likely that we will want to add additional
clear paths, for instance clearing surfaces not bound to the
framebuffer, or read-modify-write clears such as depth-only or
stencil-only clears of packed depth-stencil buffers.</p>
</div>
<div class="section" id="drawing">
<h3>Drawing<a class="headerlink" href="#drawing" title="Permalink to this headline">¶</a></h3>
<p><tt class="docutils literal"><span class="pre">draw_arrays</span></tt></p>
<p><tt class="docutils literal"><span class="pre">draw_elements</span></tt></p>
<p><tt class="docutils literal"><span class="pre">draw_range_elements</span></tt></p>
</div>
<div class="section" id="queries">
<h3>Queries<a class="headerlink" href="#queries" title="Permalink to this headline">¶</a></h3>
<p>Queries gather some statistic from the 3D pipeline over one or more
draws. Queries may be nested, though no state tracker currently
exercises this.</p>
<p>Queries can be created with <tt class="docutils literal"><span class="pre">create_query</span></tt> and deleted with
<tt class="docutils literal"><span class="pre">destroy_query</span></tt>. To enable a query, use <tt class="docutils literal"><span class="pre">begin_query</span></tt>, and when finished,
use <tt class="docutils literal"><span class="pre">end_query</span></tt> to stop the query. Finally, <tt class="docutils literal"><span class="pre">get_query_result</span></tt> is used
to retrieve the results.</p>
</div>
<div class="section" id="flushing">
<h3>Flushing<a class="headerlink" href="#flushing" title="Permalink to this headline">¶</a></h3>
<p><tt class="docutils literal"><span class="pre">flush</span></tt></p>
</div>
<div class="section" id="resource-busy-queries">
<h3>Resource Busy Queries<a class="headerlink" href="#resource-busy-queries" title="Permalink to this headline">¶</a></h3>
<p><tt class="docutils literal"><span class="pre">is_texture_referenced</span></tt></p>
<p><tt class="docutils literal"><span class="pre">is_buffer_referenced</span></tt></p>
</div>
<div class="section" id="blitting">
<h3>Blitting<a class="headerlink" href="#blitting" title="Permalink to this headline">¶</a></h3>
<p>These methods emulate classic blitter controls. They are not guaranteed to be
available; if they are set to NULL, then they are not present.</p>
<p>These methods operate directly on <tt class="docutils literal"><span class="pre">pipe_surface</span></tt> objects, and stand
apart from any 3D state in the context. Blitting functionality may be
moved to a separate abstraction at some point in the future.</p>
<p><tt class="docutils literal"><span class="pre">surface_fill</span></tt> performs a fill operation on a section of a surface.</p>
<p><tt class="docutils literal"><span class="pre">surface_copy</span></tt> blits a region of a surface to a region of another surface,
provided that both surfaces are the same format. The source and destination
may be the same surface, and overlapping blits are permitted.</p>
<p>The interfaces to these calls are likely to change to make it easier
for a driver to batch multiple blits with the same source and
destination.</p>
</div>
</div>
</div>


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<h3><a href="index.html">Table Of Contents</a></h3>
<ul>
<li><a class="reference external" href="">Context</a><ul>
<li><a class="reference external" href="#methods">Methods</a><ul>
<li><a class="reference external" href="#cso-state">CSO State</a></li>
<li><a class="reference external" href="#resource-binding-state">Resource Binding State</a></li>
<li><a class="reference external" href="#non-cso-state">Non-CSO State</a></li>
<li><a class="reference external" href="#clearing">Clearing</a></li>
<li><a class="reference external" href="#drawing">Drawing</a></li>
<li><a class="reference external" href="#queries">Queries</a></li>
<li><a class="reference external" href="#flushing">Flushing</a></li>
<li><a class="reference external" href="#resource-busy-queries">Resource Busy Queries</a></li>
<li><a class="reference external" href="#blitting">Blitting</a></li>
</ul>
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<h1>CSO<a class="headerlink" href="#cso" title="Permalink to this headline">¶</a></h1>
<p>CSO, Constant State Objects, are a core part of Gallium&#8217;s API.</p>
<p>CSO work on the principle of reusable state; they are created by filling
out a state object with the desired properties, then passing that object
to a context. The context returns an opaque context-specific handle which
can be bound at any time for the desired effect.</p>
<ul>
<li class="toctree-l1"><a class="reference external" href="cso/blend.html">Blend</a><ul>
<li class="toctree-l2"><a class="reference external" href="cso/blend.html#members">Members</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference external" href="cso/dsa.html">Depth, Stencil, &amp; Alpha</a><ul>
<li class="toctree-l2"><a class="reference external" href="cso/dsa.html#depth-members">Depth Members</a></li>
<li class="toctree-l2"><a class="reference external" href="cso/dsa.html#stencil-members">Stencil Members</a></li>
<li class="toctree-l2"><a class="reference external" href="cso/dsa.html#alpha-members">Alpha Members</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference external" href="cso/rasterizer.html">Rasterizer</a><ul>
<li class="toctree-l2"><a class="reference external" href="cso/rasterizer.html#members">Members</a></li>
<li class="toctree-l2"><a class="reference external" href="cso/rasterizer.html#notes">Notes</a><ul>
<li class="toctree-l3"><a class="reference external" href="cso/rasterizer.html#flatshade">flatshade</a></li>
<li class="toctree-l3"><a class="reference external" href="cso/rasterizer.html#bypass-vs-clip-and-viewport">bypass_vs_clip_and_viewport</a></li>
<li class="toctree-l3"><a class="reference external" href="cso/rasterizer.html#flatshade-first">flatshade_first</a></li>
</ul>
</li>
</ul>
</li>
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</ul>
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<span id="id1"></span><h1>Blend<a class="headerlink" href="#blend" title="Permalink to this headline">¶</a></h1>
<p>This state controls blending of the final fragments into the target rendering
buffers.</p>
<p>XXX it is unresolved what behavior should result if blend_enable is off.</p>
<div class="section" id="members">
<h2>Members<a class="headerlink" href="#members" title="Permalink to this headline">¶</a></h2>
<p>XXX undocumented members</p>
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<div class="section" id="depth-stencil-alpha">
<span id="id1"></span><h1>Depth, Stencil, &amp; Alpha<a class="headerlink" href="#depth-stencil-alpha" title="Permalink to this headline">¶</a></h1>
<p>These three states control the depth, stencil, and alpha tests, used to
discard fragments that have passed through the fragment shader.</p>
<p>Traditionally, these three tests have been clumped together in hardware, so
they are all stored in one structure.</p>
<p>During actual execution, the order of operations done on fragments is always:</p>
<ul class="simple">
<li>Stencil</li>
<li>Depth</li>
<li>Alpha</li>
</ul>
<div class="section" id="depth-members">
<h2>Depth Members<a class="headerlink" href="#depth-members" title="Permalink to this headline">¶</a></h2>
<dl class="docutils">
<dt>enabled</dt>
<dd>Whether the depth test is enabled.</dd>
<dt>writemask</dt>
<dd>Whether the depth buffer receives depth writes.</dd>
<dt>func</dt>
<dd>The depth test function. One of PIPE_FUNC.</dd>
</dl>
</div>
<div class="section" id="stencil-members">
<h2>Stencil Members<a class="headerlink" href="#stencil-members" title="Permalink to this headline">¶</a></h2>
<p>XXX document valuemask, writemask</p>
<dl class="docutils">
<dt>enabled</dt>
<dd>Whether the stencil test is enabled. For the second stencil, whether the
two-sided stencil is enabled.</dd>
<dt>func</dt>
<dd>The stencil test function. One of PIPE_FUNC.</dd>
<dt>ref_value</dt>
<dd>Stencil test reference value; used for certain functions.</dd>
<dt>fail_op</dt>
<dd>The operation to carry out if the stencil test fails. One of
PIPE_STENCIL_OP.</dd>
<dt>zfail_op</dt>
<dd>The operation to carry out if the stencil test passes but the depth test
fails. One of PIPE_STENCIL_OP.</dd>
<dt>zpass_op</dt>
<dd>The operation to carry out if the stencil test and depth test both pass.
One of PIPE_STENCIL_OP.</dd>
</dl>
</div>
<div class="section" id="alpha-members">
<h2>Alpha Members<a class="headerlink" href="#alpha-members" title="Permalink to this headline">¶</a></h2>
<dl class="docutils">
<dt>enabled</dt>
<dd>Whether the alpha test is enabled.</dd>
<dt>func</dt>
<dd>The alpha test function. One of PIPE_FUNC.</dd>
<dt>ref_value</dt>
<dd>Alpha test reference value; used for certain functions.</dd>
</dl>
</div>
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<div class="section" id="rasterizer">
<span id="id1"></span><h1>Rasterizer<a class="headerlink" href="#rasterizer" title="Permalink to this headline">¶</a></h1>
<p>The rasterizer is the main chunk of state controlling how vertices are
interpolated into fragments.</p>
<div class="section" id="members">
<h2>Members<a class="headerlink" href="#members" title="Permalink to this headline">¶</a></h2>
<p>XXX undocumented light_twoside, front_winding, cull_mode, fill_cw, fill_ccw, offset_cw, offset_ccw
XXX moar undocumented poly_smooth, line_stipple_factor, line_last_pixel, offset_units, offset_scale
XXX sprite_coord_mode</p>
<dl class="docutils">
<dt>flatshade</dt>
<dd>If set, the provoking vertex of each polygon is used to determine the
color of the entire polygon. If not set, the color fragments will be
interpolated from each vertex&#8217;s color.</dd>
<dt>scissor</dt>
<dd>Whether the scissor test is enabled.</dd>
<dt>poly_stipple_enable</dt>
<dd>Whether polygon stippling is enabled.</dd>
<dt>point_smooth</dt>
<dd>Whether points should be smoothed. Point smoothing turns rectangular
points into circles or ovals.</dd>
<dt>point_sprite</dt>
<dd>Whether point sprites are enabled.</dd>
<dt>point_size_per_vertex</dt>
<dd>Whether vertices have a point size element.</dd>
<dt>multisample</dt>
<dd>Whether <em class="xref">MSAA</em> is enabled.</dd>
<dt>line_smooth</dt>
<dd>Whether lines should be smoothed. Line smoothing is simply anti-aliasing.</dd>
<dt>line_stipple_enable</dt>
<dd>Whether line stippling is enabled.</dd>
<dt>line_stipple_pattern</dt>
<dd>16-bit bitfield of on/off flags, used to pattern the line stipple.</dd>
<dt>bypass_vs_clip_and_viewport</dt>
<dd>Whether the entire TCL pipeline should be bypassed. This implies that
vertices are pre-transformed for the viewport, and will not be run
through the vertex shader. Note that implementations may still clip away
vertices that are not in the viewport.</dd>
<dt>flatshade_first</dt>
<dd>Whether the first vertex should be the provoking vertex, for most
primitives. If not set, the last vertex is the provoking vertex.</dd>
<dt>gl_rasterization_rules</dt>
<dd>Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set,
the rasterizer will use (0, 0) for pixel centers.</dd>
<dt>line_width</dt>
<dd>The width of lines.</dd>
<dt>point_size</dt>
<dd>The size of points, if not specified per-vertex.</dd>
<dt>point_size_min</dt>
<dd>The minimum size of points.</dd>
<dt>point_size_max</dt>
<dd>The maximum size of points.</dd>
</dl>
</div>
<div class="section" id="notes">
<h2>Notes<a class="headerlink" href="#notes" title="Permalink to this headline">¶</a></h2>
<div class="section" id="flatshade">
<h3>flatshade<a class="headerlink" href="#flatshade" title="Permalink to this headline">¶</a></h3>
<p>The actual interpolated shading algorithm is obviously
implementation-dependent, but will usually be Gourard for most hardware.</p>
</div>
<div class="section" id="bypass-vs-clip-and-viewport">
<h3>bypass_vs_clip_and_viewport<a class="headerlink" href="#bypass-vs-clip-and-viewport" title="Permalink to this headline">¶</a></h3>
<p>When set, this implies that vertices are pre-transformed for the viewport, and
will not be run through the vertex shader. Note that implementations may still
clip away vertices that are not visible.</p>
</div>
<div class="section" id="flatshade-first">
<h3>flatshade_first<a class="headerlink" href="#flatshade-first" title="Permalink to this headline">¶</a></h3>
<p>There are several important exceptions to the specification of this rule.</p>
<ul class="simple">
<li><tt class="docutils literal"><span class="pre">PIPE_PRIMITIVE_POLYGON</span></tt>: The provoking vertex is always the first
vertex. If the caller wishes to change the provoking vertex, they merely
need to rotate the vertices themselves.</li>
<li><tt class="docutils literal"><span class="pre">PIPE_PRIMITIVE_QUAD</span></tt>, <tt class="docutils literal"><span class="pre">PIPE_PRIMITIVE_QUAD_STRIP</span></tt>: This option has no
effect; the provoking vertex is always the last vertex.</li>
<li><tt class="docutils literal"><span class="pre">PIPE_PRIMITIVE_TRIANGLE_FAN</span></tt>: When set, the provoking vertex is the
second vertex, not the first. This permits each segment of the fan to have
a different color.</li>
</ul>
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<span id="id1"></span><h1>Sampler<a class="headerlink" href="#sampler" title="Permalink to this headline">¶</a></h1>
<p>Texture units have many options for selecting texels from loaded textures;
this state controls an individual texture unit&#8217;s texel-sampling settings.</p>
<p>Texture coordinates are always treated as four-dimensional, and referred to
with the traditional (S, T, R, Q) notation.</p>
<div class="section" id="members">
<h2>Members<a class="headerlink" href="#members" title="Permalink to this headline">¶</a></h2>
<p>XXX undocumented compare_mode, compare_func</p>
<dl class="docutils">
<dt>wrap_s</dt>
<dd>How to wrap the S coordinate. One of PIPE_TEX_WRAP.</dd>
<dt>wrap_t</dt>
<dd>How to wrap the T coordinate. One of PIPE_TEX_WRAP.</dd>
<dt>wrap_r</dt>
<dd>How to wrap the R coordinate. One of PIPE_TEX_WRAP.</dd>
<dt>min_img_filter</dt>
<dd>The filter to use when minifying texels. One of PIPE_TEX_FILTER.</dd>
<dt>min_mip_filter</dt>
<dd>The filter to use when minifying mipmapped textures. One of
PIPE_TEX_FILTER.</dd>
<dt>mag_img_filter</dt>
<dd>The filter to use when magnifying texels. One of PIPE_TEX_FILTER.</dd>
<dt>normalized_coords</dt>
<dd>Whether the texture coordinates are normalized. If normalized, they will
always be in [0, 1]. If not, they will be in the range of each dimension
of the loaded texture.</dd>
<dt>prefilter</dt>
<dd>XXX From the Doxy, &#8220;weird sampling state exposed by some APIs.&#8221; Refine.</dd>
<dt>lod_bias</dt>
<dd>The bias to apply to the level of detail.</dd>
<dt>min_lod</dt>
<dd>Minimum level of detail, used to clamp LoD after bias.</dd>
<dt>max_lod</dt>
<dd>Maximum level of detail, used to clamp LoD after bias.</dd>
<dt>border_color</dt>
<dd>RGBA color used for out-of-bounds coordinates.</dd>
<dt>max_anisotropy</dt>
<dd>Maximum filtering to apply anisotropically to textures. Setting this to
1.0 effectively disables anisotropic filtering.</dd>
</dl>
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<p>Returns the screen vendor.</p>
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<div class="section" id="get-param">
<h3>get_param<a class="headerlink" href="#get-param" title="Permalink to this headline">¶</a></h3>
<p>Get an integer/boolean screen parameter.</p>
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<div class="section" id="get-paramf">
<h3>get_paramf<a class="headerlink" href="#get-paramf" title="Permalink to this headline">¶</a></h3>
<p>Get a floating-point screen parameter.</p>
</div>
<div class="section" id="is-format-supported">
<h3>is_format_supported<a class="headerlink" href="#is-format-supported" title="Permalink to this headline">¶</a></h3>
<p>See if a format can be used in a specific manner.</p>
</div>
<div class="section" id="texture-create">
<h3>texture_create<a class="headerlink" href="#texture-create" title="Permalink to this headline">¶</a></h3>
<p>Given a template of texture setup, create a BO-backed texture.</p>
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<li><a class="reference external" href="#get-vendor">get_vendor</a></li>
<li><a class="reference external" href="#get-param">get_param</a></li>
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