From: Brian Paul Date: Fri, 16 Jan 2009 20:33:19 +0000 (-0700) Subject: i965: fix polygon culling bug when rendering to a texture/FBO X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a61a1a8181f05e07de1c0bccad109f4ad529a298;p=mesa.git i965: fix polygon culling bug when rendering to a texture/FBO Since we use an inverted viewport transformation for render to texture, that inverts front/back polygon orientation. Now glCullFace(GL_FRONT / GL_BACK) works correctly. --- diff --git a/src/mesa/drivers/dri/i965/brw_sf_state.c b/src/mesa/drivers/dri/i965/brw_sf_state.c index 741a7c53c47..242b7047a12 100644 --- a/src/mesa/drivers/dri/i965/brw_sf_state.c +++ b/src/mesa/drivers/dri/i965/brw_sf_state.c @@ -42,22 +42,15 @@ static void upload_sf_vp(struct brw_context *brw) GLcontext *ctx = &brw->intel.ctx; const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF; struct brw_sf_viewport sfv; - struct intel_renderbuffer *irb = - intel_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]); GLfloat y_scale, y_bias; memset(&sfv, 0, sizeof(sfv)); - if (ctx->DrawBuffer->Name) { - /* User-created FBO */ - if (irb && !irb->RenderToTexture) { - y_scale = -1.0; - y_bias = ctx->DrawBuffer->Height; - } else { - y_scale = 1.0; - y_bias = 0; - } - } else { + if (intel_rendering_to_texture(ctx)) { + y_scale = 1.0; + y_bias = 0; + } + else { y_scale = -1.0; y_bias = ctx->DrawBuffer->Height; } @@ -120,6 +113,7 @@ struct brw_sf_unit_key { GLboolean scissor, line_smooth, point_sprite, point_attenuated; float line_width; float point_size; + GLboolean render_to_texture; }; static void @@ -150,6 +144,8 @@ sf_unit_populate_key(struct brw_context *brw, struct brw_sf_unit_key *key) key->point_sprite = brw->attribs.Point->PointSprite; 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); } static dri_bo * @@ -196,6 +192,11 @@ 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 + * polygon front/back orientation. + */ + sf.sf5.front_winding ^= key->render_to_texture; + switch (key->cull_face) { case GL_FRONT: sf.sf6.cull_mode = BRW_CULLMODE_FRONT;