draw: make sure clipdistances work with geometry shaders
authorZack Rusin <zackr@vmware.com>
Wed, 5 Jun 2013 22:06:06 +0000 (18:06 -0400)
committerZack Rusin <zackr@vmware.com>
Tue, 11 Jun 2013 02:04:27 +0000 (22:04 -0400)
commitc1a50f5ed7beb2f6aecfbacdc3339c8cb0107257
tree7ee54eaac10f68a5bbf6616342ce236b0615229b
parent3dacb7d40b3a15be1133deaac55b993e8b7809dc
draw: make sure clipdistances work with geometry shaders

we were always fetching the info from the vertex shader, but if
geometry shader is present it should be used as the source of
that info.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
src/gallium/auxiliary/draw/draw_cliptest_tmp.h
src/gallium/auxiliary/draw/draw_context.c
src/gallium/auxiliary/draw/draw_gs.c
src/gallium/auxiliary/draw/draw_gs.h
src/gallium/auxiliary/draw/draw_private.h
src/gallium/auxiliary/tgsi/tgsi_scan.c