From 2532147f8b28c3a990ad64288ece4b7f8decd237 Mon Sep 17 00:00:00 2001 From: Zack Rusin Date: Wed, 27 Feb 2013 01:28:18 -0800 Subject: [PATCH] draw/llvm: fix inputs to the geometry shader MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit 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 --- src/gallium/auxiliary/draw/draw_llvm.c | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) 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); -- 2.30.2