From: Zack Rusin Date: Wed, 27 Feb 2013 09:28:18 +0000 (-0800) Subject: draw/llvm: fix inputs to the geometry shader X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=2532147f8b28c3a990ad64288ece4b7f8decd237;p=mesa.git draw/llvm: fix inputs to the geometry shader We can't clip and viewport transform the vertices before we let the geometry shader process them. Lets make sure the generated vertex shader has both disabled if geometry shader is present. Signed-off-by: Zack Rusin Reviewed-by: Brian Paul Reviewed-by: José Fonseca --- diff --git a/src/gallium/auxiliary/draw/draw_llvm.c b/src/gallium/auxiliary/draw/draw_llvm.c index 763158b5c93..f1c1f55a586 100644 --- a/src/gallium/auxiliary/draw/draw_llvm.c +++ b/src/gallium/auxiliary/draw/draw_llvm.c @@ -1177,10 +1177,15 @@ draw_llvm_generate(struct draw_llvm *llvm, struct draw_llvm_variant *variant, LLVMValueRef fetch_max; struct lp_build_sampler_soa *sampler = 0; LLVMValueRef ret, clipmask_bool_ptr; - const boolean bypass_viewport = variant->key.bypass_viewport; - const boolean enable_cliptest = variant->key.clip_xy || - variant->key.clip_z || - variant->key.clip_user; + const struct draw_geometry_shader *gs = draw->gs.geometry_shader; + /* 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 || variant->key.bypass_viewport; + const boolean enable_cliptest = !gs && (variant->key.clip_xy || + variant->key.clip_z || + variant->key.clip_user); LLVMValueRef variant_func; const unsigned pos = draw_current_shader_position_output(llvm->draw); const unsigned cv = draw_current_shader_clipvertex_output(llvm->draw);