if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
return TRUE;
+ /* sprite points */
+ if (rasterizer->point_quad_rasterization
+ && draw->pipeline.wide_point_sprites)
+ return TRUE;
+
/* AA points */
if (rasterizer->point_smooth && draw->pipeline.aapoint)
return TRUE;
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 */
wide_points = FALSE;
else if (rast->point_size > draw->pipeline.wide_point_threshold)
wide_points = TRUE;
+ else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
+ wide_points = TRUE;
else
wide_points = FALSE;
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->pipeline.cull->next = next;
next = draw->pipeline.cull;
}