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It seems for Vulkan we always need square points with shader PointCoords just like OpenGL point sprites. From vulkan spec's point rasterization: "Point rasterization produces a fragment for each fragment area group of framebuffer pixels with one or more sample points that intersect a region centered at the point’s (xf,yf). This region is a square with side equal to the current point size. ... (xf,yf) is the exact, unrounded framebuffer coordinate of the vertex for the point" From OpenGL compatibility spec: Basic point rasterization: "If point sprites are enabled, then point rasterization produces a fragment for each framebuffer pixel whose center lies inside a square centered at the point’s (xw, yw), with side length equal to the current point size. ... and xw and yw are the exact, unrounded window coordinates of the vertex for the point" Also in OpenGL multisampling leads to circle points as we see in the spec: Point multisample rasterization: "This region is a circle having diameter equal to the current point width if POINT_SPRITE is disabled, or a square with side equal to the current point width if POINT_SPRITE is enabled." Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24326> |
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`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library ====================================================== Source ------ This repository lives at https://gitlab.freedesktop.org/mesa/mesa. Other repositories are likely forks, and code found there is not supported. Build & install --------------- You can find more information in our documentation (`docs/install.rst <https://mesa3d.org/install.html>`_), but the recommended way is to use Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_): .. code-block:: sh $ mkdir build $ cd build $ meson .. $ sudo ninja install Support ------- Many Mesa devs hang on IRC; if you're not sure which channel is appropriate, you should ask your question on `OFTC's #dri-devel <irc://irc.oftc.net/dri-devel>`_, someone will redirect you if necessary. Remember that not everyone is in the same timezone as you, so it might take a while before someone qualified sees your question. To figure out who you're talking to, or which nick to ping for your question, check out `Who's Who on IRC <https://dri.freedesktop.org/wiki/WhosWho/>`_. The next best option is to ask your question in an email to the mailing lists: `mesa-dev\@lists.freedesktop.org <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_ Bug reports ----------- If you think something isn't working properly, please file a bug report (`docs/bugs.rst <https://mesa3d.org/bugs.html>`_). Contributing ------------ Contributions are welcome, and step-by-step instructions can be found in our documentation (`docs/submittingpatches.rst <https://mesa3d.org/submittingpatches.html>`_). Note that Mesa uses gitlab for patches submission, review and discussions.