struct radeon_winsys_cs *cs = rctx->gfx.cs;
struct pipe_viewport_state vp;
float left, top, right, bottom, max_range, guardband_x, guardband_y;
+ float discard_x, discard_y;
/* Reconstruct the viewport transformation from the scissor. */
vp.translate[0] = (vp_as_scissor->minx + vp_as_scissor->maxx) / 2.0;
guardband_x = MIN2(-left, right);
guardband_y = MIN2(-top, bottom);
+ discard_x = 1.0;
+ discard_y = 1.0;
+
+ if (rctx->current_rast_prim < PIPE_PRIM_TRIANGLES) {
+ /* When rendering wide points or lines, we need to be more
+ * conservative about when to discard them entirely. Since
+ * point size can be determined by the VS output, we basically
+ * disable discard completely completely here.
+ *
+ * TODO: This can hurt performance when rendering lines and
+ * points with fixed size, and could be improved.
+ */
+ discard_x = guardband_x;
+ discard_y = guardband_y;
+ }
+
/* If any of the GB registers is updated, all of them must be updated. */
if (rctx->chip_class >= CAYMAN)
radeon_set_context_reg_seq(cs, CM_R_028BE8_PA_CL_GB_VERT_CLIP_ADJ, 4);
radeon_set_context_reg_seq(cs, R600_R_028C0C_PA_CL_GB_VERT_CLIP_ADJ, 4);
radeon_emit(cs, fui(guardband_y)); /* R_028BE8_PA_CL_GB_VERT_CLIP_ADJ */
- radeon_emit(cs, fui(1.0)); /* R_028BEC_PA_CL_GB_VERT_DISC_ADJ */
+ radeon_emit(cs, fui(discard_y)); /* R_028BEC_PA_CL_GB_VERT_DISC_ADJ */
radeon_emit(cs, fui(guardband_x)); /* R_028BF0_PA_CL_GB_HORZ_CLIP_ADJ */
- radeon_emit(cs, fui(1.0)); /* R_028BF4_PA_CL_GB_HORZ_DISC_ADJ */
+ radeon_emit(cs, fui(discard_x)); /* R_028BF4_PA_CL_GB_HORZ_DISC_ADJ */
}
static void r600_emit_scissors(struct r600_common_context *rctx, struct r600_atom *atom)
rast_prim = info->mode;
if (rast_prim != sctx->b.current_rast_prim) {
+ bool old_is_poly = sctx->b.current_rast_prim >= PIPE_PRIM_TRIANGLES;
+ bool new_is_poly = rast_prim >= PIPE_PRIM_TRIANGLES;
+ if (old_is_poly != new_is_poly) {
+ sctx->b.scissors.dirty_mask = (1 << R600_MAX_VIEWPORTS) - 1;
+ si_set_atom_dirty(sctx, &sctx->b.scissors.atom, true);
+ }
+
sctx->b.current_rast_prim = rast_prim;
sctx->do_update_shaders = true;
}