static void aapoint_first_point(struct draw_stage *stage, struct prim_header *header) { auto struct aapoint_stage *aapoint = aapoint_stage(stage); struct draw_context *draw = stage->draw; struct pipe_context *pipe = draw->pipe; const struct pipe_rasterizer_state *rast = draw->rasterizer; void *r; assert(draw->rasterizer->point_smooth); if (draw->rasterizer->point_size <= 2.0) aapoint->radius = 1.0; else aapoint->radius = 0.5f * draw->rasterizer->point_size; /* * Bind (generate) our fragprog. */ bind_aapoint_fragment_shader(aapoint); draw_aapoint_prepare_outputs(draw, draw->pipeline.aapoint); draw->suspend_flushing = TRUE; /* Disable triangle culling, stippling, unfilled mode etc. */ r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade); pipe->bind_rasterizer_state(pipe, r); draw->suspend_flushing = FALSE; /* now really draw first point */ stage->point = aapoint_point; stage->point(stage, header); }
static void aapoint_first_point(struct draw_stage *stage, struct prim_header *header) { auto struct aapoint_stage *aapoint = aapoint_stage(stage); struct draw_context *draw = stage->draw; struct pipe_context *pipe = draw->pipe; const struct pipe_rasterizer_state *rast = draw->rasterizer; void *r; assert(draw->rasterizer->point_smooth); if (draw->rasterizer->point_size <= 2.0) aapoint->radius = 1.0; else aapoint->radius = 0.5f * draw->rasterizer->point_size; /* * Bind (generate) our fragprog. */ bind_aapoint_fragment_shader(aapoint); /* update vertex attrib info */ aapoint->tex_slot = draw_current_shader_outputs(draw); assert(aapoint->tex_slot > 0); /* output[0] is vertex pos */ aapoint->pos_slot = draw_current_shader_position_output(draw); draw->extra_shader_outputs.semantic_name = TGSI_SEMANTIC_GENERIC; draw->extra_shader_outputs.semantic_index = aapoint->fs->generic_attrib; draw->extra_shader_outputs.slot = aapoint->tex_slot; /* find psize slot in post-transform vertex */ aapoint->psize_slot = -1; if (draw->rasterizer->point_size_per_vertex) { /* find PSIZ vertex output */ const struct draw_vertex_shader *vs = draw->vs.vertex_shader; uint i; for (i = 0; i < vs->info.num_outputs; i++) { if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) { aapoint->psize_slot = i; break; } } } draw->suspend_flushing = TRUE; /* Disable triangle culling, stippling, unfilled mode etc. */ r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade); pipe->bind_rasterizer_state(pipe, r); draw->suspend_flushing = FALSE; /* now really draw first point */ stage->point = aapoint_point; stage->point(stage, header); }