unsigned j;
unsigned i;
bool have_cd = false;
+ bool uses_vp_idx = draw_current_shader_uses_viewport_index(pvs->draw);
unsigned viewport_index_output =
draw_current_shader_viewport_index_output(pvs->draw);
- int viewport_index =
- draw_current_shader_uses_viewport_index(pvs->draw) ?
- u_bitcast_f2u(out->data[viewport_index_output][0]): 0;
+ int viewport_index = 0;
int num_written_clipdistance =
draw_current_shader_num_written_clipdistances(pvs->draw);
+ unsigned verts_per_prim = u_vertices_per_prim(prim_info->prim);
+
+ if (uses_vp_idx) {
+ viewport_index = u_bitcast_f2u(out->data[viewport_index_output][0]);
+ viewport_index = draw_clamp_viewport_idx(viewport_index);
+ }
cd[0] = draw_current_shader_ccdistance_output(pvs->draw, 0);
cd[1] = draw_current_shader_ccdistance_output(pvs->draw, 1);
for (j = 0; j < info->count; j++) {
float *position = out->data[pos];
unsigned mask = 0x0;
- float *scale = pvs->draw->viewports[0].scale;
- float *trans = pvs->draw->viewports[0].translate;
- if (draw_current_shader_uses_viewport_index(pvs->draw)) {
- unsigned verts_per_prim = u_vertices_per_prim(prim_info->prim);
+
+ if (uses_vp_idx) {
/* only change the viewport_index for the leading vertex */
if (!(j % verts_per_prim)) {
viewport_index = u_bitcast_f2u(out->data[viewport_index_output][0]);
viewport_index = draw_clamp_viewport_idx(viewport_index);
}
- scale = pvs->draw->viewports[viewport_index].scale;
- trans = pvs->draw->viewports[viewport_index].translate;
}
-
+ float *scale = pvs->draw->viewports[viewport_index].scale;
+ float *trans = pvs->draw->viewports[viewport_index].translate;
initialize_vertex_header(out);
if (flags & (DO_CLIP_XY | DO_CLIP_XY_GUARD_BAND |