- float vp_minx = -fabs(vpscale[0]) + vptranslate[0];
- float vp_maxx = fabs(vpscale[0]) + vptranslate[0];
- float vp_miny = -fabs(vpscale[1]) + vptranslate[1];
- float vp_maxy = fabs(vpscale[1]) + vptranslate[1];
- uint32_t minx = MAX2(vc4->scissor.minx, vp_minx);
- uint32_t miny = MAX2(vc4->scissor.miny, vp_miny);
- uint32_t maxx = MIN2(vc4->scissor.maxx, vp_maxx);
- uint32_t maxy = MIN2(vc4->scissor.maxy, vp_maxy);
-
- cl_u8(&vc4->bcl, VC4_PACKET_CLIP_WINDOW);
- cl_u16(&vc4->bcl, minx);
- cl_u16(&vc4->bcl, miny);
- cl_u16(&vc4->bcl, maxx - minx);
- cl_u16(&vc4->bcl, maxy - miny);
+ float vp_minx = -fabsf(vpscale[0]) + vptranslate[0];
+ float vp_maxx = fabsf(vpscale[0]) + vptranslate[0];
+ float vp_miny = -fabsf(vpscale[1]) + vptranslate[1];
+ float vp_maxy = fabsf(vpscale[1]) + vptranslate[1];
+
+ /* Clip to the scissor if it's enabled, but still clip to the
+ * drawable regardless since that controls where the binner
+ * tries to put things.
+ *
+ * Additionally, always clip the rendering to the viewport,
+ * since the hardware does guardband clipping, meaning
+ * primitives would rasterize outside of the view volume.
+ */
+ uint32_t minx, miny, maxx, maxy;
+ if (!vc4->rasterizer->base.scissor) {
+ minx = MAX2(vp_minx, 0);
+ miny = MAX2(vp_miny, 0);
+ maxx = MIN2(vp_maxx, vc4->draw_width);
+ maxy = MIN2(vp_maxy, vc4->draw_height);
+ } else {
+ minx = MAX2(vp_minx, vc4->scissor.minx);
+ miny = MAX2(vp_miny, vc4->scissor.miny);
+ maxx = MIN2(vp_maxx, vc4->scissor.maxx);
+ maxy = MIN2(vp_maxy, vc4->scissor.maxy);
+ }
+
+ cl_u8(&bcl, VC4_PACKET_CLIP_WINDOW);
+ cl_u16(&bcl, minx);
+ cl_u16(&bcl, miny);
+ cl_u16(&bcl, maxx - minx);
+ cl_u16(&bcl, maxy - miny);