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+ 7
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src/gallium/docs/build/html/_sources/cso.txt 查看文件

@@ -1,6 +1,13 @@
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:


+ 1
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src/gallium/docs/build/html/_sources/cso/blend.txt 查看文件

@@ -9,4 +9,4 @@ XXX it is unresolved what behavior should result if blend_enable is off.
Members
-------

XXX
XXX undocumented members

+ 36
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src/gallium/docs/build/html/_sources/cso/dsa.txt 查看文件

@@ -7,17 +7,50 @@ 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
-------------

XXX
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
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
-------------

XXX
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.

+ 75
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src/gallium/docs/build/html/_sources/cso/rasterizer.txt 查看文件

@@ -7,4 +7,78 @@ interpolated into fragments.
Members
-------

XXX
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 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.
* 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.

+ 35
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src/gallium/docs/build/html/_sources/cso/sampler.txt 查看文件

@@ -4,7 +4,41 @@ 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
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.

+ 11
- 0
src/gallium/docs/build/html/cso.html 查看文件

@@ -47,6 +47,11 @@
<div class="section" id="cso">
<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>
@@ -60,6 +65,12 @@
</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>
<li class="toctree-l1"><a class="reference external" href="cso/sampler.html">Sampler</a><ul>

+ 1
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src/gallium/docs/build/html/cso/blend.html 查看文件

@@ -54,7 +54,7 @@ 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</p>
<p>XXX undocumented members</p>
</div>
</div>


+ 41
- 3
src/gallium/docs/build/html/cso/dsa.html 查看文件

@@ -53,17 +53,55 @@
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>
<p>XXX</p>
<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</p>
<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>
<p>XXX</p>
<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>
</div>


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src/gallium/docs/build/html/cso/rasterizer.html 查看文件

@@ -53,7 +53,80 @@
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</p>
<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 MSAA 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>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.</li>
<li>PIPE_PRIMITIVE_QUAD, PIPE_PRIMITIVE_QUAD_STRIP: This option has no effect.</li>
<li>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.</li>
</ul>
</div>
</div>
</div>

@@ -67,6 +140,12 @@ interpolated into fragments.</p>
<ul>
<li><a class="reference external" href="">Rasterizer</a><ul>
<li><a class="reference external" href="#members">Members</a></li>
<li><a class="reference external" href="#notes">Notes</a><ul>
<li><a class="reference external" href="#flatshade">flatshade</a></li>
<li><a class="reference external" href="#bypass-vs-clip-and-viewport">bypass_vs_clip_and_viewport</a></li>
<li><a class="reference external" href="#flatshade-first">flatshade_first</a></li>
</ul>
</li>
</ul>
</li>
</ul>

+ 35
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src/gallium/docs/build/html/cso/sampler.html 查看文件

@@ -51,9 +51,43 @@
<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</p>
<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>
</div>
</div>


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src/gallium/docs/build/html/searchindex.js 查看文件

@@ -1 +1 @@
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+ 5
- 5
src/gallium/docs/build/html/tgsi.html 查看文件

@@ -20,7 +20,7 @@
<script type="text/javascript" src="_static/jquery.js"></script>
<script type="text/javascript" src="_static/doctools.js"></script>
<link rel="top" title="Gallium v0.3 documentation" href="index.html" />
<link rel="next" title="CSO" href="cso.html" />
<link rel="next" title="Screen" href="screen.html" />
<link rel="prev" title="Introduction" href="intro.html" />
</head>
<body>
@@ -31,7 +31,7 @@
<a href="genindex.html" title="General Index"
accesskey="I">index</a></li>
<li class="right" >
<a href="cso.html" title="CSO"
<a href="screen.html" title="Screen"
accesskey="N">next</a> |</li>
<li class="right" >
<a href="intro.html" title="Introduction"
@@ -63,8 +63,8 @@ used by all drivers.</p>
<p class="topless"><a href="intro.html"
title="previous chapter">Introduction</a></p>
<h4>Next topic</h4>
<p class="topless"><a href="cso.html"
title="next chapter">CSO</a></p>
<p class="topless"><a href="screen.html"
title="next chapter">Screen</a></p>
<h3>This Page</h3>
<ul class="this-page-menu">
<li><a href="_sources/tgsi.txt"
@@ -94,7 +94,7 @@ used by all drivers.</p>
<a href="genindex.html" title="General Index"
>index</a></li>
<li class="right" >
<a href="cso.html" title="CSO"
<a href="screen.html" title="Screen"
>next</a> |</li>
<li class="right" >
<a href="intro.html" title="Introduction"

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