struct vc4_context *vc4 = vc4_context(pctx);
struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
- if (vc4->dirty & (VC4_DIRTY_SCISSOR | VC4_DIRTY_VIEWPORT)) {
+ if (vc4->dirty & (VC4_DIRTY_SCISSOR | VC4_DIRTY_VIEWPORT |
+ VC4_DIRTY_RASTERIZER)) {
float *vpscale = vc4->viewport.scale;
float *vptranslate = vc4->viewport.translate;
float vp_minx = -fabsf(vpscale[0]) + vptranslate[0];
float vp_maxx = fabsf(vpscale[0]) + vptranslate[0];
float vp_miny = -fabsf(vpscale[1]) + vptranslate[1];
float vp_maxy = fabsf(vpscale[1]) + vptranslate[1];
- uint32_t minx = MAX2(vc4->scissor.minx, vp_minx);
- uint32_t miny = MAX2(vc4->scissor.miny, vp_miny);
- uint32_t maxx = MIN2(vc4->scissor.maxx, vp_maxx);
- uint32_t maxy = MIN2(vc4->scissor.maxy, vp_maxy);
+
+ /* Clip to the scissor if it's enabled, but still clip to the
+ * drawable regardless since that controls where the binner
+ * tries to put things.
+ *
+ * Additionally, always clip the rendering to the viewport,
+ * since the hardware does guardband clipping, meaning
+ * primitives would rasterize outside of the view volume.
+ */
+ uint32_t minx, miny, maxx, maxy;
+ if (!vc4->rasterizer->base.scissor) {
+ minx = MAX2(vp_minx, 0);
+ miny = MAX2(vp_miny, 0);
+ maxx = MIN2(vp_maxx, vc4->draw_width);
+ maxy = MIN2(vp_maxy, vc4->draw_height);
+ } else {
+ minx = MAX2(vp_minx, vc4->scissor.minx);
+ miny = MAX2(vp_miny, vc4->scissor.miny);
+ maxx = MIN2(vp_maxx, vc4->scissor.maxx);
+ maxy = MIN2(vp_maxy, vc4->scissor.maxy);
+ }
cl_u8(&bcl, VC4_PACKET_CLIP_WINDOW);
cl_u16(&bcl, minx);