fs_reg wpos = *reg;
fs_reg neg_y = this->pixel_y;
neg_y.negate = true;
+ bool flip = !ir->origin_upper_left ^ c->key.render_to_fbo;
/* gl_FragCoord.x */
if (ir->pixel_center_integer) {
wpos.reg_offset++;
/* gl_FragCoord.y */
- if (ir->origin_upper_left && ir->pixel_center_integer) {
+ if (!flip && ir->pixel_center_integer) {
emit(fs_inst(BRW_OPCODE_MOV, wpos, this->pixel_y));
} else {
fs_reg pixel_y = this->pixel_y;
float offset = (ir->pixel_center_integer ? 0.0 : 0.5);
- if (!ir->origin_upper_left) {
+ if (flip) {
pixel_y.negate = true;
offset += c->key.drawable_height - 1.0;
}
*/
if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
key->drawable_height = ctx->DrawBuffer->Height;
+ key->render_to_fbo = ctx->DrawBuffer->Name != 0;
}
key->nr_color_regions = brw->state.nr_color_regions;
GLuint linear_color:1; /**< linear interpolation vs perspective interp */
GLuint runtime_check_aads_emit:1;
GLuint nr_color_regions:5;
-
+ GLuint render_to_fbo:1;
+
GLbitfield proj_attrib_mask; /**< one bit per fragment program attribute */
GLuint shadowtex_mask:16;
GLuint yuvtex_mask:16;