Hi, This is my definition so far, which is an intersection of AMD and NV rectangles:
Definition and behavior: - The rectangle primitive is defined by its first 3 vertices. - The 4th vertex is derived (extrapolated) during rasterization. - It's treated as a triangle by all stages before rasterization. - The rectangle edges must be parallel or perpendicular to X and Y axes ("axis-aligned), i.e. the rectangle can only be rotated in 90-degree increments and flipped over. - It must be rasterized as a rectangle (no diagonal tearing allowed, no artifacts on the diagonal allowed) The behavior is undefined: - if the rectangle edges are not axis-aligned. - if Z coordinates of all 3 vertices are not equal. - if the rectangle intersects the clip space boundaries. (all options are allowed: clip, cull, or accept the primitive) - if clip planes, clip distances, or cull distances are enabled. - if face culling is enabled. (face determination is undefined) Likewise, the content of gl_FrontFacing is undefined. It's possible to implement this on top of GL_NV_fill_rectangle. It's not possible to implement GL_NV_fill_rectangle on top of this. What do we need to add to accommodate Intel? Thanks, Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev