*/
#include "util/u_memory.h"
+#include "util/u_math.h"
#include "pipe/p_defines.h"
#include "draw_private.h"
#include "draw_pipe.h"
return TRUE;
/* wide lines */
- if (rasterizer->line_width > draw->pipeline.wide_line_threshold)
+ if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
return TRUE;
/* AA lines */
if (rasterizer->line_smooth && draw->pipeline.aaline)
return TRUE;
+
+ if (draw_current_shader_num_written_culldistances(draw))
+ return TRUE;
}
if (points(prim))
return TRUE;
/* unfilled polygons */
- if (rasterizer->fill_cw != PIPE_POLYGON_MODE_FILL ||
- rasterizer->fill_ccw != PIPE_POLYGON_MODE_FILL)
+ if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
+ rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
return TRUE;
/* polygon offset */
- if (rasterizer->offset_cw || rasterizer->offset_ccw)
+ if (rasterizer->offset_point ||
+ rasterizer->offset_line ||
+ rasterizer->offset_tri)
return TRUE;
/* two-side lighting */
if (rasterizer->light_twoside)
return TRUE;
+
+ if (draw_current_shader_num_written_culldistances(draw))
+ return TRUE;
}
/* polygon cull - this is difficult - hardware can cull just fine
*
if (rasterizer->cull_mode)
return TRUE;
- */
+ */
return FALSE;
}
stage->next = next;
/* drawing wide lines? */
- wide_lines = (rast->line_width > draw->pipeline.wide_line_threshold
+ wide_lines = (roundf(rast->line_width) > draw->pipeline.wide_line_threshold
&& !rast->line_smooth);
- /* drawing large points? */
+ /* drawing large/sprite points (but not AA points)? */
if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
wide_points = TRUE;
else if (rast->point_smooth && draw->pipeline.aapoint)
if (rast->line_smooth && draw->pipeline.aaline) {
draw->pipeline.aaline->next = next;
next = draw->pipeline.aaline;
+ precalc_flat = TRUE;
}
if (rast->point_smooth && draw->pipeline.aapoint) {
precalc_flat = TRUE;
}
- if (wide_points || rast->sprite_coord_enable) {
+ if (wide_points) {
draw->pipeline.wide_point->next = next;
next = draw->pipeline.wide_point;
}
next = draw->pipeline.pstipple;
}
- if (rast->fill_cw != PIPE_POLYGON_MODE_FILL ||
- rast->fill_ccw != PIPE_POLYGON_MODE_FILL) {
+ if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
+ rast->fill_back != PIPE_POLYGON_MODE_FILL) {
draw->pipeline.unfilled->next = next;
next = draw->pipeline.unfilled;
precalc_flat = TRUE; /* only needed for triangles really */
next = draw->pipeline.flatshade;
}
- if (rast->offset_cw ||
- rast->offset_ccw) {
+ if (rast->offset_point ||
+ rast->offset_line ||
+ rast->offset_tri) {
draw->pipeline.offset->next = next;
next = draw->pipeline.offset;
need_det = TRUE;
* to less work emitting vertices, smaller vertex buffers, etc.
* It's difficult to say whether this will be true in general.
*/
- if (need_det || rast->cull_mode) {
+ if (need_det || rast->cull_face != PIPE_FACE_NONE ||
+ draw_current_shader_num_written_culldistances(draw)) {
draw->pipeline.cull->next = next;
next = draw->pipeline.cull;
}
/* Clip stage
*/
- if (!draw->bypass_clipping)
+ if (draw->clip_xy || draw->clip_z || draw->clip_user)
{
draw->pipeline.clip->next = next;
next = draw->pipeline.clip;