draw->rasterizer && draw->rasterizer->depth_clip);
draw->clip_user = draw->rasterizer &&
draw->rasterizer->clip_plane_enable != 0;
+ draw->clip_points_xy = draw->clip_xy &&
+ (!draw->driver.bypass_clip_points ||
+ (draw->rasterizer &&
+ !draw->rasterizer->point_tri_clip));
}
/**
* Some hardware can turn off clipping altogether - in particular any
* hardware with a TNL unit can do its own clipping, even if it is
* relying on the draw module for some other reason.
+ * Setting bypass_clip_points to achieve d3d-style point clipping (the driver
+ * will need to do the "vp scissoring") _requires_ the driver to implement
+ * wide points / point sprites itself (points will still be clipped if rasterizer
+ * point_tri_clip isn't set). Only relevant if bypass_clip_xy isn't set.
*/
void draw_set_driver_clipping( struct draw_context *draw,
boolean bypass_clip_xy,
boolean bypass_clip_z,
- boolean guard_band_xy)
+ boolean guard_band_xy,
+ boolean bypass_clip_points)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->driver.bypass_clip_xy = bypass_clip_xy;
draw->driver.bypass_clip_z = bypass_clip_z;
draw->driver.guard_band_xy = guard_band_xy;
+ draw->driver.bypass_clip_points = bypass_clip_points;
update_clip_flags(draw);
}
void draw_set_driver_clipping( struct draw_context *draw,
boolean bypass_clip_xy,
boolean bypass_clip_z,
- boolean guard_band_xy);
+ boolean guard_band_xy,
+ boolean bypass_clip_points);
void draw_set_force_passthrough( struct draw_context *draw,
boolean enable );
static void
clip_point( struct draw_stage *stage,
- struct prim_header *header )
+ struct prim_header *header )
{
- if (header->v[0]->clipmask == 0)
+ if (header->v[0]->clipmask == 0)
stage->next->point( stage->next, header );
}
+/*
+ * Clip points but ignore the first 4 (xy) clip planes.
+ * (This is necessary because we don't generate a different shader variant
+ * just for points hence xy clip bits are still generated. This is not really
+ * optimal because of the extra calculations both in generating clip masks
+ * and executing the clip stage but it gets the job done.)
+ */
+static void
+clip_point_no_xy( struct draw_stage *stage,
+ struct prim_header *header )
+{
+ if ((header->v[0]->clipmask & 0xfffffff0) == 0)
+ stage->next->point( stage->next, header );
+}
+
+
+
+static void
+clip_first_point( struct draw_stage *stage,
+ struct prim_header *header )
+{
+ stage->point = stage->draw->clip_points_xy ? clip_point : clip_point_no_xy;
+ stage->point(stage, header);
+}
+
static void
clip_line( struct draw_stage *stage,
clipper->stage.draw = draw;
clipper->stage.name = "clipper";
- clipper->stage.point = clip_point;
+ clipper->stage.point = clip_first_point;
clipper->stage.line = clip_first_line;
clipper->stage.tri = clip_first_tri;
clipper->stage.flush = clip_flush;
boolean bypass_clip_xy;
boolean bypass_clip_z;
boolean guard_band_xy;
+ boolean bypass_clip_points;
} driver;
boolean quads_always_flatshade_last;
boolean clip_z;
boolean clip_user;
boolean guard_band_xy;
+ boolean clip_points_xy;
boolean force_passthrough; /**< never clip or shade */
fpme->vertex_size,
instance_id_index );
draw_pt_post_vs_prepare( fpme->post_vs,
- draw->clip_xy,
+ gs_out_prim == PIPE_PRIM_POINTS ?
+ draw->clip_points_xy : draw->clip_xy,
draw->clip_z,
draw->clip_user,
draw->guard_band_xy,
draw_pt_post_vs_prepare( fpme->post_vs,
- draw->clip_xy,
+ out_prim == PIPE_PRIM_POINTS ?
+ draw->clip_points_xy : draw->clip_xy,
draw->clip_z,
draw->clip_user,
draw->guard_band_xy,
Determines if points should be rasterized according to quad or point
rasterization rules.
-OpenGL actually has quite different rasterization rules for points and
-point sprites - hence this indicates if points should be rasterized as
-points or according to point sprite (which decomposes them into quads,
-basically) rules.
+(Legacy-only) OpenGL actually has quite different rasterization rules
+for points and point sprites - hence this indicates if points should be
+rasterized as points or according to point sprite (which decomposes them
+into quads, basically) rules. Newer GL versions no longer support the old
+point rules at all.
Additionally Direct3D will always use quad rasterization rules for
points, regardless of whether point sprites are enabled or not.
Some renderers always internally translate points into quads; this state
still affects those renderers by overriding other rasterization state.
+point_tri_clip
+ Determines if clipping of points should happen after they are converted
+ to "rectangles" (required by d3d) or before (required by OpenGL, though
+ this rule is ignored by some IHVs).
+ It is not valid to set this to enabled but have point_quad_rasterization
+ disabled.
point_smooth
Whether points should be smoothed. Point smoothing turns rectangular
points into circles or ovals.
screen->maxLineWidthAA));
if (debug_get_bool_option("SVGA_SWTNL_FSE", FALSE))
- draw_set_driver_clipping(svga->swtnl.draw, TRUE, TRUE, TRUE);
+ draw_set_driver_clipping(svga->swtnl.draw, TRUE, TRUE, TRUE, FALSE);
return TRUE;
unsigned point_smooth:1;
unsigned sprite_coord_mode:1; /**< PIPE_SPRITE_COORD_ */
unsigned point_quad_rasterization:1; /** points rasterized as quads or points */
+ unsigned point_tri_clip:1; /** large points clipped as tris or points */
unsigned point_size_per_vertex:1; /**< size computed in vertex shader */
unsigned multisample:1; /* XXX maybe more ms state in future */
unsigned line_smooth:1;