svga_need_unfilled_fallback(const struct svga_hwtnl *hwtnl,
enum pipe_prim_type prim)
{
- const struct svga_context *svga = hwtnl->svga;
-
if (u_reduced_prim(prim) != PIPE_PRIM_TRIANGLES) {
/* if we're drawing points or lines, no fallback needed */
return FALSE;
}
- if (svga_have_vgpu10(svga)) {
- /* vgpu10 supports polygon fill and line modes */
- if ((prim == PIPE_PRIM_QUADS ||
- prim == PIPE_PRIM_QUAD_STRIP ||
- prim == PIPE_PRIM_POLYGON) &&
- hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) {
- /* VGPU10 doesn't directly render quads or polygons. They're
- * converted to triangles. If we let the device draw the triangle
- * outlines we'll get an extra, stray lines in the interiors.
- * So, to draw unfilled quads correctly, we need the fallback.
- */
- return true;
- }
- return hwtnl->api_fillmode == PIPE_POLYGON_MODE_POINT;
- } else {
- /* vgpu9 doesn't support line or point fill modes */
- return hwtnl->api_fillmode != PIPE_POLYGON_MODE_FILL;
+ if ((prim == PIPE_PRIM_QUADS ||
+ prim == PIPE_PRIM_QUAD_STRIP ||
+ prim == PIPE_PRIM_POLYGON) &&
+ hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) {
+ /* We can't directly render quads or polygons. They're
+ * converted to triangles. If we let the device draw the triangle
+ * outlines we'll get an extra, stray lines in the interiors.
+ * So, to draw unfilled quads correctly, we need the fallback.
+ */
+ return true;
}
+ return false;
}