return true if one of the vertices has been clipped
This commit is contained in:

committed by
Keith Whitwell

parent
aadbb1d7fb
commit
808f968f3a
@@ -148,12 +148,12 @@ struct draw_vertex_shader {
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/* Run the shader - this interface will get cleaned up in the
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* future:
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*/
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void (*run)( struct draw_vertex_shader *shader,
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struct draw_context *draw,
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const unsigned *elts,
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unsigned count,
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struct vertex_header *vOut[] );
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boolean (*run)( struct draw_vertex_shader *shader,
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struct draw_context *draw,
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const unsigned *elts,
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unsigned count,
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struct vertex_header *vOut[] );
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void (*delete)( struct draw_vertex_shader * );
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};
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@@ -64,7 +64,7 @@ vs_exec_prepare( struct draw_vertex_shader *shader,
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* \param count number of vertices to shade [1..4]
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* \param vOut array of pointers to four output vertices
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*/
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static void
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static boolean
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vs_exec_run( struct draw_vertex_shader *shader,
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struct draw_context *draw,
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const unsigned *elts,
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@@ -73,6 +73,7 @@ vs_exec_run( struct draw_vertex_shader *shader,
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{
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struct tgsi_exec_machine *machine = &draw->machine;
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unsigned int i, j;
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unsigned int clipped = 0;
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ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
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ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
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@@ -120,6 +121,7 @@ vs_exec_run( struct draw_vertex_shader *shader,
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if (!draw->rasterizer->bypass_clipping) {
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vOut[i + j]->clipmask = compute_clipmask(vOut[i + j]->clip, draw->plane,
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draw->nr_planes);
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clipped += vOut[i + j]->clipmask;
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/* divide by w */
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w = 1.0f / w;
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@@ -168,6 +170,7 @@ vs_exec_run( struct draw_vertex_shader *shader,
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#endif
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} /* loop over vertices */
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}
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return clipped != 0;
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}
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@@ -67,18 +67,19 @@ vs_llvm_prepare( struct draw_vertex_shader *base,
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* \param count number of vertices to shade [1..4]
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* \param vOut array of pointers to four output vertices
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*/
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static void
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static boolean
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vs_llvm_run( struct draw_vertex_shader *base,
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struct draw_context *draw,
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const unsigned *elts,
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struct draw_context *draw,
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const unsigned *elts,
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unsigned count,
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struct vertex_header *vOut[] )
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{
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struct draw_llvm_vertex_shader *shader =
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struct draw_llvm_vertex_shader *shader =
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(struct draw_llvm_vertex_shader *)base;
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struct tgsi_exec_machine *machine = &draw->machine;
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unsigned int j;
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unsigned int clipped = 0;
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ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
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ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
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@@ -125,19 +126,21 @@ vs_llvm_run( struct draw_vertex_shader *base,
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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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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane,
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draw->nr_planes);
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clipped += vOut[j]->clipmask;
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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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z *= w;
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}
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else {
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vOut[j]->clipmask = 0;
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}
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vOut[j]->edgeflag = 1;
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if (!draw->identity_viewport) {
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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@@ -162,6 +165,7 @@ vs_llvm_run( struct draw_vertex_shader *base,
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vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
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}
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} /* loop over vertices */
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return clipped != 0;
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}
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static void
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@@ -78,7 +78,7 @@ vs_sse_prepare( struct draw_vertex_shader *base,
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* \param count number of vertices to shade [1..4]
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* \param vOut array of pointers to four output vertices
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*/
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static void
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static boolean
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vs_sse_run( struct draw_vertex_shader *base,
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struct draw_context *draw,
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const unsigned *elts,
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@@ -88,6 +88,7 @@ vs_sse_run( struct draw_vertex_shader *base,
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struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base;
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struct tgsi_exec_machine *machine = &draw->machine;
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unsigned int i, j;
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unsigned int clipped = 0;
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ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
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ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
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@@ -143,6 +144,7 @@ vs_sse_run( struct draw_vertex_shader *base,
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if (!draw->rasterizer->bypass_clipping) {
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vOut[i + j]->clipmask = compute_clipmask(vOut[i + j]->clip, draw->plane,
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draw->nr_planes);
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clipped += vOut[i + j]->clipmask;
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/* divide by w */
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w = 1.0f / w;
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@@ -180,6 +182,7 @@ vs_sse_run( struct draw_vertex_shader *base,
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}
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}
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}
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return clipped != 0;
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}
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