gallium: use the same bypass_clipping logic on all vs paths
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@ -135,25 +135,35 @@ vs_llvm_run( struct draw_vertex_shader *base,
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unsigned slot;
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float x, y, z, w;
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x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
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y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
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z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
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w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
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if (!draw->rasterizer->bypass_clipping) {
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x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
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y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
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z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
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w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
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vOut[j]->edgeflag = 1;
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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vOut[j]->data[0][1] = y * scale[1] + trans[1];
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vOut[j]->data[0][2] = z * scale[2] + trans[2];
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vOut[j]->data[0][3] = w;
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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
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vOut[j]->edgeflag = 1;
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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vOut[j]->data[0][1] = y * scale[1] + trans[1];
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vOut[j]->data[0][2] = z * scale[2] + trans[2];
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vOut[j]->data[0][3] = w;
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}
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else {
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vOut[j]->clipmask = 0;
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vOut[j]->edgeflag = 1;
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vOut[j]->data[0][0] = x;
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vOut[j]->data[0][1] = y;
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vOut[j]->data[0][2] = z;
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vOut[j]->data[0][3] = w;
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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@ -158,20 +158,30 @@ vs_sse_run( struct draw_vertex_shader *base,
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z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
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w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
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vOut[j]->edgeflag = 1;
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if (!draw->rasterizer->bypass_clipping) {
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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
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vOut[j]->edgeflag = 1;
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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vOut[j]->data[0][1] = y * scale[1] + trans[1];
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vOut[j]->data[0][2] = z * scale[2] + trans[2];
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vOut[j]->data[0][3] = w;
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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vOut[j]->data[0][1] = y * scale[1] + trans[1];
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vOut[j]->data[0][2] = z * scale[2] + trans[2];
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vOut[j]->data[0][3] = w;
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}
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else {
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vOut[j]->clipmask = 0;
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vOut[j]->edgeflag = 1;
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vOut[j]->data[0][0] = x;
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vOut[j]->data[0][1] = y;
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vOut[j]->data[0][2] = z;
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vOut[j]->data[0][3] = w;
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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