diff options
author | Brian Paul <brianp@vmware.com> | 2009-01-29 11:07:14 -0700 |
---|---|---|
committer | Brian Paul <brianp@vmware.com> | 2009-01-29 11:07:14 -0700 |
commit | ba367f68ccacf255f78ac0c8dd066e64bbb1e5c2 (patch) | |
tree | 09e8ac5330ab486b6714c6d13666b9cf16c4badc | |
parent | 2897cee99fb877e1f3cd9a881a61418c9c31867f (diff) |
i965: fix render to FBO/texture orientation bugs
Anytime we're not rendering to the default/window FBO, need to invert
rendering, not just when rendering to a texture. Otherwise, if a FBO
consists of a mix of textures and renderbuffers the up/down orientation
was inconsistant.
Fixes shadowtex.c bad rendering.
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_sf_state.c | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_sf_state.c b/src/mesa/drivers/dri/i965/brw_sf_state.c index af95020756..47bd732d3c 100644 --- a/src/mesa/drivers/dri/i965/brw_sf_state.c +++ b/src/mesa/drivers/dri/i965/brw_sf_state.c @@ -43,10 +43,11 @@ static void upload_sf_vp(struct brw_context *brw) const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF; struct brw_sf_viewport sfv; GLfloat y_scale, y_bias; + const GLboolean render_to_fbo = (ctx->DrawBuffer->Name != 0); memset(&sfv, 0, sizeof(sfv)); - if (intel_rendering_to_texture(ctx)) { + if (render_to_fbo) { y_scale = 1.0; y_bias = 0; } @@ -84,7 +85,7 @@ static void upload_sf_vp(struct brw_context *brw) * Note that the hardware's coordinates are inclusive, while Mesa's min is * inclusive but max is exclusive. */ - if (intel_rendering_to_texture(ctx)) { + if (render_to_fbo) { /* texmemory: Y=0=bottom */ sfv.scissor.xmin = ctx->DrawBuffer->_Xmin; sfv.scissor.xmax = ctx->DrawBuffer->_Xmax - 1; @@ -123,7 +124,7 @@ struct brw_sf_unit_key { GLboolean scissor, line_smooth, point_sprite, point_attenuated; float line_width; float point_size; - GLboolean render_to_texture; + GLboolean render_to_fbo; }; static void @@ -155,7 +156,7 @@ sf_unit_populate_key(struct brw_context *brw, struct brw_sf_unit_key *key) 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); + key->render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0; } static dri_bo * @@ -202,10 +203,10 @@ 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 + /* The viewport is inverted for rendering to a FBO, and that inverts * polygon front/back orientation. */ - sf.sf5.front_winding ^= key->render_to_texture; + sf.sf5.front_winding ^= key->render_to_fbo; switch (key->cull_face) { case GL_FRONT: |