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)
This commit is contained in:
Kenneth Graunke 2015-12-30 02:53:08 -08:00 committed by Emil Velikov
parent b2352d7585
commit f4977656c1

View file

@ -285,8 +285,6 @@ nvc0_tp_get_tess_mode(struct nvc0_program *tp, struct nv50_ir_prog_info *info)
break;
case PIPE_PRIM_TRIANGLES:
tp->tp.tess_mode = NVC0_3D_TESS_MODE_PRIM_TRIANGLES;
if (info->prop.tp.winding > 0)
tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CW;
break;
case PIPE_PRIM_QUADS:
tp->tp.tess_mode = NVC0_3D_TESS_MODE_PRIM_QUADS;
@ -295,6 +293,10 @@ nvc0_tp_get_tess_mode(struct nvc0_program *tp, struct nv50_ir_prog_info *info)
tp->tp.tess_mode = ~0;
return;
}
if (info->prop.tp.winding > 0)
tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CW;
if (info->prop.tp.outputPrim != PIPE_PRIM_POINTS)
tp->tp.tess_mode |= NVC0_3D_TESS_MODE_CONNECTED;