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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTABUG - Drawing at screen boundary is very slow."
href="https://bugs.freedesktop.org/show_bug.cgi?id=106053#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTABUG - Drawing at screen boundary is very slow."
href="https://bugs.freedesktop.org/show_bug.cgi?id=106053">bug 106053</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>(In reply to Marek Olšák from <a href="show_bug.cgi?id=106053#c4">comment #4</a>)
<span class="quote">> I think the hw doesn't have a clipper, though it shouldn't be hard to verify
> if it's true. Yeah, draw could use some optimizations for the clipper, e.g.
> the guardband, but simply doing culling (not clipping) should be enough for
> point sprites.</span >
That's what I meant with guardband clipping: there's no actual clipping, but
the hw will still cull pixels outside the viewport. Hence it probably would be
better if draw wouldn't clip if a primitive doesn't fit into the viewport, but
fits into the (hw) guardband. (And you are right that point sprites are a bit
of a special case.)</pre>
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