boolean need_det = FALSE;
boolean precalc_flat = FALSE;
boolean wide_lines, wide_points;
+ const struct pipe_rasterizer_state *rast = draw->rasterizer;
/* Set the validate's next stage to the rasterize stage, so that it
* can be found later if needed for flushing.
stage->next = next;
/* drawing wide lines? */
- wide_lines = (draw->rasterizer->line_width > draw->pipeline.wide_line_threshold
- && !draw->rasterizer->line_smooth);
+ wide_lines = (rast->line_width > draw->pipeline.wide_line_threshold
+ && !rast->line_smooth);
/* drawing large points? */
- if (draw->rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
+ if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
wide_points = TRUE;
- else if (draw->rasterizer->point_smooth && draw->pipeline.aapoint)
+ else if (rast->point_smooth && draw->pipeline.aapoint)
wide_points = FALSE;
- else if (draw->rasterizer->point_size > draw->pipeline.wide_point_threshold)
+ else if (rast->point_size > draw->pipeline.wide_point_threshold)
wide_points = TRUE;
else
wide_points = FALSE;
* shorter pipelines for lines & points.
*/
- if (draw->rasterizer->line_smooth && draw->pipeline.aaline) {
+ if (rast->line_smooth && draw->pipeline.aaline) {
draw->pipeline.aaline->next = next;
next = draw->pipeline.aaline;
}
- if (draw->rasterizer->point_smooth && draw->pipeline.aapoint) {
+ if (rast->point_smooth && draw->pipeline.aapoint) {
draw->pipeline.aapoint->next = next;
next = draw->pipeline.aapoint;
}
precalc_flat = TRUE;
}
- if (wide_points || draw->rasterizer->sprite_coord_enable) {
+ if (wide_points || rast->sprite_coord_enable) {
draw->pipeline.wide_point->next = next;
next = draw->pipeline.wide_point;
}
- if (draw->rasterizer->line_stipple_enable && draw->pipeline.line_stipple) {
+ if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
draw->pipeline.stipple->next = next;
next = draw->pipeline.stipple;
precalc_flat = TRUE; /* only needed for lines really */
}
- if (draw->rasterizer->poly_stipple_enable
+ if (rast->poly_stipple_enable
&& draw->pipeline.pstipple) {
draw->pipeline.pstipple->next = next;
next = draw->pipeline.pstipple;
}
- if (draw->rasterizer->fill_cw != PIPE_POLYGON_MODE_FILL ||
- draw->rasterizer->fill_ccw != PIPE_POLYGON_MODE_FILL) {
+ if (rast->fill_cw != PIPE_POLYGON_MODE_FILL ||
+ rast->fill_ccw != PIPE_POLYGON_MODE_FILL) {
draw->pipeline.unfilled->next = next;
next = draw->pipeline.unfilled;
precalc_flat = TRUE; /* only needed for triangles really */
need_det = TRUE;
}
- if (draw->rasterizer->flatshade && precalc_flat) {
+ if (rast->flatshade && precalc_flat) {
draw->pipeline.flatshade->next = next;
next = draw->pipeline.flatshade;
}
- if (draw->rasterizer->offset_cw ||
- draw->rasterizer->offset_ccw) {
+ if (rast->offset_cw ||
+ rast->offset_ccw) {
draw->pipeline.offset->next = next;
next = draw->pipeline.offset;
need_det = TRUE;
}
- if (draw->rasterizer->light_twoside) {
+ if (rast->light_twoside) {
draw->pipeline.twoside->next = next;
next = draw->pipeline.twoside;
need_det = TRUE;
* to less work emitting vertices, smaller vertex buffers, etc.
* It's difficult to say whether this will be true in general.
*/
- if (need_det || draw->rasterizer->cull_mode) {
+ if (need_det || rast->cull_mode) {
draw->pipeline.cull->next = next;
next = draw->pipeline.cull;
}