diff options
author | Brian Paul <brianp@vmware.com> | 2009-01-16 13:33:19 -0700 |
---|---|---|
committer | Brian Paul <brianp@vmware.com> | 2009-01-16 13:33:19 -0700 |
commit | a61a1a8181f05e07de1c0bccad109f4ad529a298 (patch) | |
tree | 38b8c85b04de5a7c7b9771aa6f43968c5a4ddc5f /src | |
parent | 345a08a77fa16f58ef956c896f1bf5f4cf118243 (diff) |
i965: fix polygon culling bug when rendering to a texture/FBO
Since we use an inverted viewport transformation for render to texture, that
inverts front/back polygon orientation.
Now glCullFace(GL_FRONT / GL_BACK) works correctly.
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_sf_state.c | 25 |
1 files changed, 13 insertions, 12 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_sf_state.c b/src/mesa/drivers/dri/i965/brw_sf_state.c index 741a7c53c4..242b7047a1 100644 --- a/src/mesa/drivers/dri/i965/brw_sf_state.c +++ b/src/mesa/drivers/dri/i965/brw_sf_state.c @@ -42,22 +42,15 @@ static void upload_sf_vp(struct brw_context *brw) GLcontext *ctx = &brw->intel.ctx; const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF; struct brw_sf_viewport sfv; - struct intel_renderbuffer *irb = - intel_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]); GLfloat y_scale, y_bias; memset(&sfv, 0, sizeof(sfv)); - if (ctx->DrawBuffer->Name) { - /* User-created FBO */ - if (irb && !irb->RenderToTexture) { - y_scale = -1.0; - y_bias = ctx->DrawBuffer->Height; - } else { - y_scale = 1.0; - y_bias = 0; - } - } else { + if (intel_rendering_to_texture(ctx)) { + y_scale = 1.0; + y_bias = 0; + } + else { y_scale = -1.0; y_bias = ctx->DrawBuffer->Height; } @@ -120,6 +113,7 @@ struct brw_sf_unit_key { GLboolean scissor, line_smooth, point_sprite, point_attenuated; float line_width; float point_size; + GLboolean render_to_texture; }; static void @@ -150,6 +144,8 @@ sf_unit_populate_key(struct brw_context *brw, struct brw_sf_unit_key *key) key->point_sprite = brw->attribs.Point->PointSprite; key->point_size = brw->attribs.Point->Size; key->point_attenuated = brw->attribs.Point->_Attenuated; + + key->render_to_texture = intel_rendering_to_texture(&brw->intel.ctx); } static dri_bo * @@ -196,6 +192,11 @@ sf_unit_create_from_key(struct brw_context *brw, struct brw_sf_unit_key *key, else sf.sf5.front_winding = BRW_FRONTWINDING_CW; + /* The viewport is inverted for rendering to texture, and that inverts + * polygon front/back orientation. + */ + sf.sf5.front_winding ^= key->render_to_texture; + switch (key->cull_face) { case GL_FRONT: sf.sf6.cull_mode = BRW_CULLMODE_FRONT; |