From: Robert Ellison Date: Thu, 12 Mar 2009 17:46:31 +0000 (-0600) Subject: i965: fix polygon stipple when rendering to FBO X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=29309b45b011b4c44721b8f7346272fb22a4d4c2;p=mesa.git i965: fix polygon stipple when rendering to FBO The polygon stipple pattern, like the viewport and the polygon face orientation, must be inverted on the i965 when rendering to a FBO (which itself has an inverted pixel coordinate system compared to raw Mesa). In addition, the polygon stipple offset, which orients the stipple to the window system, disappears when rendering to an FBO (because the window system offset doesn't apply, and there's no associated FBO offset). With these fixes, the conform triangle and polygon stipple tests pass when rendering to texture. --- diff --git a/src/mesa/drivers/dri/i965/brw_misc_state.c b/src/mesa/drivers/dri/i965/brw_misc_state.c index 40cb7a341dd..5c94a49f60a 100644 --- a/src/mesa/drivers/dri/i965/brw_misc_state.c +++ b/src/mesa/drivers/dri/i965/brw_misc_state.c @@ -290,8 +290,21 @@ static void upload_polygon_stipple(struct brw_context *brw) bps.header.opcode = CMD_POLY_STIPPLE_PATTERN; bps.header.length = sizeof(bps)/4-2; - for (i = 0; i < 32; i++) - bps.stipple[i] = ctx->PolygonStipple[31 - i]; /* invert */ + /* Polygon stipple is provided in OpenGL order, i.e. bottom + * row first. If we're rendering to a window (i.e. the + * default frame buffer object, 0), then we need to invert + * it to match our pixel layout. But if we're rendering + * to a FBO (i.e. any named frame buffer object), we *don't* + * need to invert - we already match the layout. + */ + if (ctx->DrawBuffer->Name == 0) { + for (i = 0; i < 32; i++) + bps.stipple[i] = ctx->PolygonStipple[31 - i]; /* invert */ + } + else { + for (i = 0; i < 32; i++) + bps.stipple[i] = ctx->PolygonStipple[i]; /* don't invert */ + } BRW_CACHED_BATCH_STRUCT(brw, &bps); } @@ -319,8 +332,22 @@ static void upload_polygon_stipple_offset(struct brw_context *brw) bpso.header.opcode = CMD_POLY_STIPPLE_OFFSET; bpso.header.length = sizeof(bpso)/4-2; - bpso.bits0.x_offset = (32 - (dPriv->x & 31)) & 31; - bpso.bits0.y_offset = (32 - ((dPriv->y + dPriv->h) & 31)) & 31; + /* If we're drawing to a system window (ctx->DrawBuffer->Name == 0), + * we have to invert the Y axis in order to match the OpenGL + * pixel coordinate system, and our offset must be matched + * to the window position. If we're drawing to a FBO + * (ctx->DrawBuffer->Name != 0), then our native pixel coordinate + * system works just fine, and there's no window system to + * worry about. + */ + if (brw->intel.ctx.DrawBuffer->Name == 0) { + bpso.bits0.x_offset = (32 - (dPriv->x & 31)) & 31; + bpso.bits0.y_offset = (32 - ((dPriv->y + dPriv->h) & 31)) & 31; + } + else { + bpso.bits0.y_offset = 0; + bpso.bits0.x_offset = 0; + } BRW_CACHED_BATCH_STRUCT(brw, &bpso); } diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 169f1af057d..39138285338 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2241,9 +2241,9 @@ struct gl_framebuffer /** * If zero, this is a window system framebuffer. If non-zero, this * is a FBO framebuffer; note that for some devices (i.e. those with - * a natural pixel coordinate system for FBOs that differs from the - * OpenGL/Mesa coordinate system), this means that both the viewport - * and polygon face orientation will have to be inverted. + * a natural pixel coordinate system for FBOs that differs from the + * OpenGL/Mesa coordinate system), this means that the viewport, + * polygon face orientation, and polygon stipple will have to be inverted. */ GLuint Name;