Quads need to respect winding order, too - not just triangles.
Fixes rendering in GFXBench 4.0's tessellation benchmark.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
break;
case PIPE_PRIM_TRIANGLES:
tp->tp.tess_mode = NVC0_3D_TESS_MODE_PRIM_TRIANGLES;
- if (info->prop.tp.winding > 0)
- tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CW;
break;
case PIPE_PRIM_QUADS:
tp->tp.tess_mode = NVC0_3D_TESS_MODE_PRIM_QUADS;
tp->tp.tess_mode = ~0;
return;
}
+
+ if (info->prop.tp.winding > 0)
+ tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CW;
+
if (info->prop.tp.outputPrim != PIPE_PRIM_POINTS)
tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CONNECTED;