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nvc0: Set winding order regardless of domain.
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>
(cherry picked from commit 65d3f85eb3)
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parent
b2352d7585
commit
f4977656c1
1 changed files with 4 additions and 2 deletions
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@ -285,8 +285,6 @@ nvc0_tp_get_tess_mode(struct nvc0_program *tp, struct nv50_ir_prog_info *info)
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break;
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case PIPE_PRIM_TRIANGLES:
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tp->tp.tess_mode = NVC0_3D_TESS_MODE_PRIM_TRIANGLES;
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if (info->prop.tp.winding > 0)
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tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CW;
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break;
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case PIPE_PRIM_QUADS:
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tp->tp.tess_mode = NVC0_3D_TESS_MODE_PRIM_QUADS;
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@ -295,6 +293,10 @@ nvc0_tp_get_tess_mode(struct nvc0_program *tp, struct nv50_ir_prog_info *info)
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tp->tp.tess_mode = ~0;
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return;
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}
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if (info->prop.tp.winding > 0)
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tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CW;
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if (info->prop.tp.outputPrim != PIPE_PRIM_POINTS)
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tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CONNECTED;
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