draw: don't try to precalculate the pipeline output primitive
authorKeith Whitwell <keithw@vmware.com>
Wed, 23 Jun 2010 17:06:52 +0000 (18:06 +0100)
committerKeith Whitwell <keithw@vmware.com>
Wed, 23 Jun 2010 17:10:20 +0000 (18:10 +0100)
commit64682da8ab7aff7b4ce651db99a32ed1fd8b178c
treea216f21f6caa1628c7b25defd5a19a777226725c
parent292eecca8c4284cbb343d954b76586fcaa26de2a
draw: don't try to precalculate the pipeline output primitive

We were previously calculating a value which was either the geometry
shader output primitive or the application's input primitive, and
passing that to the various front/middle/back components for use as
the ultimate rendering primtive.

Unfortunately, this was not correct -- if the vcache decomposition
path is active and geometry shaders are *not* active, we can end up
with a third primitive -- specifically the decomposed version of the
input primitive.

Rather than trying to precalculate this, just let the individual
components inform their successors about which primitive type they are
recieving.
src/gallium/auxiliary/draw/draw_pt.c
src/gallium/auxiliary/draw/draw_pt.h
src/gallium/auxiliary/draw/draw_pt_fetch_emit.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c
src/gallium/auxiliary/draw/draw_pt_varray.c
src/gallium/auxiliary/draw/draw_pt_vcache.c