zink: rework primitive rasterization type logic
There's a few things that depends on the primitive rasterization type, like point-sprite lowering and polygon offset. The effective state is a combination of several other states, and we currently kinda wing it a bit sometimes. This should improve the situation. In particular, we now go backwards through the pipeline, checking one overriding state at the time. The end result should be that we don't end up lowering point-coord replacement when not rendering with points. Part-of: <mesa/mesa!19048>
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- src/gallium/drivers/zink/zink_compiler.c 0 additions, 43 deletionssrc/gallium/drivers/zink/zink_compiler.c
- src/gallium/drivers/zink/zink_draw.cpp 26 additions, 16 deletionssrc/gallium/drivers/zink/zink_draw.cpp
- src/gallium/drivers/zink/zink_program.c 56 additions, 8 deletionssrc/gallium/drivers/zink/zink_program.c
- src/gallium/drivers/zink/zink_program.h 1 addition, 1 deletionsrc/gallium/drivers/zink/zink_program.h
- src/gallium/drivers/zink/zink_types.h 1 addition, 2 deletionssrc/gallium/drivers/zink/zink_types.h
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