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-rw-r--r--src/mesa/state_tracker/st_cb_bitmap.c1
-rw-r--r--src/mesa/state_tracker/st_cb_clear.c23
2 files changed, 6 insertions, 18 deletions
diff --git a/src/mesa/state_tracker/st_cb_bitmap.c b/src/mesa/state_tracker/st_cb_bitmap.c
index f9f1780ba8..2d547dd072 100644
--- a/src/mesa/state_tracker/st_cb_bitmap.c
+++ b/src/mesa/state_tracker/st_cb_bitmap.c
@@ -787,7 +787,6 @@ st_init_bitmap(struct st_context *st)
/* init baseline rasterizer state once */
memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer));
st->bitmap.rasterizer.gl_rasterization_rules = 1;
- st->bitmap.rasterizer.bypass_vs = 1;
/* find a usable texture format */
if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, PIPE_TEXTURE_2D,
diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c
index 8206733f76..dd9ba2881f 100644
--- a/src/mesa/state_tracker/st_cb_clear.c
+++ b/src/mesa/state_tracker/st_cb_clear.c
@@ -60,20 +60,11 @@ st_init_clear(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
- /* rasterizer state: bypass clipping */
memset(&st->clear.raster, 0, sizeof(st->clear.raster));
st->clear.raster.gl_rasterization_rules = 1;
- st->clear.raster.bypass_clipping = 1;
-
- /* viewport state: identity since we're drawing in window coords */
- st->clear.viewport.scale[0] = 1.0;
- st->clear.viewport.scale[1] = 1.0;
- st->clear.viewport.scale[2] = 1.0;
- st->clear.viewport.scale[3] = 1.0;
- st->clear.viewport.translate[0] = 0.0;
- st->clear.viewport.translate[1] = 0.0;
- st->clear.viewport.translate[2] = 0.0;
- st->clear.viewport.translate[3] = 0.0;
+
+ /* rasterizer state: bypass vertex shader, clipping and viewport */
+ st->clear.raster.bypass_vs_clip_and_viewport = 1;
/* fragment shader state: color pass-through program */
st->clear.fs =
@@ -125,8 +116,9 @@ is_depth_stencil_format(enum pipe_format pipeFormat)
/**
* Draw a screen-aligned quadrilateral.
- * Coords are window coords with y=0=bottom. These coords will be transformed
- * by the vertex shader and viewport transform (which will flip Y if needed).
+ * Coords are window coords with y=0=bottom. These will be passed
+ * through unmodified to the rasterizer as we have set
+ * rasterizer->bypass_vs_clip_and_viewport.
*/
static void
draw_quad(GLcontext *ctx,
@@ -226,7 +218,6 @@ clear_with_quad(GLcontext *ctx,
cso_save_blend(st->cso_context);
cso_save_depth_stencil_alpha(st->cso_context);
cso_save_rasterizer(st->cso_context);
- cso_save_viewport(st->cso_context);
cso_save_fragment_shader(st->cso_context);
cso_save_vertex_shader(st->cso_context);
@@ -278,7 +269,6 @@ clear_with_quad(GLcontext *ctx,
}
cso_set_rasterizer(st->cso_context, &st->clear.raster);
- cso_set_viewport(st->cso_context, &st->clear.viewport);
cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
@@ -290,7 +280,6 @@ clear_with_quad(GLcontext *ctx,
cso_restore_blend(st->cso_context);
cso_restore_depth_stencil_alpha(st->cso_context);
cso_restore_rasterizer(st->cso_context);
- cso_restore_viewport(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
}