vc4: Fix viewport handling in the uniforms upload.
authorEric Anholt <eric@anholt.net>
Mon, 18 Aug 2014 19:46:24 +0000 (12:46 -0700)
committerEric Anholt <eric@anholt.net>
Mon, 18 Aug 2014 22:27:43 +0000 (15:27 -0700)
I had the right viewports in vc4_emit.c, but grabbed the wrong values in
the uniform setup, so primitives would claim to be in the wrong parts of
the screen.  (The vc4_emit.c state looks like it just decides how big the
clipping guardband is).

This gets fbo-viewport closer to working (which still has the problem that
the HW is always guard-band clipping), and fixes inverted FBO rendering in
general.

src/gallium/drivers/vc4/vc4_program.c

index 24f7620b7fd1b90b7c823be63f44b03d2d55f566..f7791abb9468df0f446c005f3e7017a03e4f747c 100644 (file)
@@ -1474,12 +1474,10 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
                                gallium_uniforms[uinfo->data[i]]);
                         break;
                 case QUNIFORM_VIEWPORT_X_SCALE:
-                        cl_f(&vc4->uniforms,
-                             vc4->framebuffer.width * 16.0f / 2.0f);
+                        cl_f(&vc4->uniforms, vc4->viewport.scale[0] * 16.0f);
                         break;
                 case QUNIFORM_VIEWPORT_Y_SCALE:
-                        cl_f(&vc4->uniforms,
-                             vc4->framebuffer.height * -16.0f / 2.0f);
+                        cl_f(&vc4->uniforms, vc4->viewport.scale[1] * 16.0f);
                         break;
 
                 case QUNIFORM_VIEWPORT_Z_OFFSET: