r600: Flip point sprite coordinates when rendering to an FBO.

This supersedes http://lists.freedesktop.org/archives/mesa-dev/2010-July/001442.html.
This commit is contained in:
Henri Verbeet 2010-07-22 11:10:11 -04:00 committed by Alex Deucher
parent c686ee0fa7
commit 2fdff50999

View file

@ -587,7 +587,9 @@ GLboolean r700SetupFragmentProgram(GLcontext * ctx)
SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_T, PNT_SPRITE_OVRD_Y_shift, PNT_SPRITE_OVRD_Y_mask);
SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_0, PNT_SPRITE_OVRD_Z_shift, PNT_SPRITE_OVRD_Z_mask);
SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_1, PNT_SPRITE_OVRD_W_shift, PNT_SPRITE_OVRD_W_mask);
if(ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
/* Like e.g. viewport and winding, point sprite coordinates are
* inverted when rendering to FBO. */
if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) == !ctx->DrawBuffer->Name)
SETbit(r700->SPI_INTERP_CONTROL_0.u32All, PNT_SPRITE_TOP_1_bit);
else
CLEARbit(r700->SPI_INTERP_CONTROL_0.u32All, PNT_SPRITE_TOP_1_bit);