LLVMValueRef fetch_max;
struct lp_build_sampler_soa *sampler = 0;
LLVMValueRef ret, clipmask_bool_ptr;
- const struct draw_geometry_shader *gs = draw->gs.geometry_shader;
struct draw_llvm_variant_key *key = &variant->key;
/* If geometry shader is present we need to skip both the viewport
* transformation and clipping otherwise the inputs to the geometry
* shader will be incorrect.
*/
- const boolean bypass_viewport = gs || key->bypass_viewport;
- const boolean enable_cliptest = !gs && (key->clip_xy ||
- key->clip_z ||
- key->clip_user);
+ const boolean bypass_viewport = key->has_gs || key->bypass_viewport;
+ const boolean enable_cliptest = !key->has_gs && (key->clip_xy ||
+ key->clip_z ||
+ key->clip_user);
LLVMValueRef variant_func;
const unsigned pos = llvm->draw->vs.position_output;
const unsigned cv = llvm->draw->vs.clipvertex_output;